/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 1998-2000, Matthes Bender * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/ * Copyright (c) 2009-2016, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ /* Handles landscape and sky */ #include "C4Include.h" #include "landscape/C4Landscape.h" #include #include "c4group/C4Components.h" #include "control/C4Record.h" #include "editor/C4ToolsDlg.h" #include "game/C4GraphicsSystem.h" #include "game/C4Physics.h" #include "graphics/C4GraphicsResource.h" #include "gui/C4GameMessage.h" #include "landscape/fow/C4FoW.h" #include "landscape/C4LandscapeRender.h" #include "landscape/C4Map.h" #include "landscape/C4MapCreatorS2.h" #include "landscape/C4MapScript.h" #include "landscape/C4MassMover.h" #include "landscape/C4Material.h" #include "landscape/C4MaterialList.h" #include "landscape/C4PXS.h" #include "landscape/C4Sky.h" #include "landscape/C4SolidMask.h" #include "landscape/C4Texture.h" #include "landscape/C4Weather.h" #include "lib/C4Random.h" #include "lib/StdColors.h" #include "object/C4Def.h" #include "object/C4FindObject.h" #include "object/C4GameObjects.h" struct C4Landscape::P { std::unique_ptr Surface8; std::unique_ptr Surface8Bkg; // Background material std::unique_ptr Map; std::unique_ptr MapBkg; std::unique_ptr pLandscapeRender; std::vector TopRowPix, BottomRowPix; // array size of landscape width: Filled with 0s for border pixels that are open and MCVehic for pixels that are closed int32_t Pix2Mat[C4M_MaxTexIndex], Pix2Dens[C4M_MaxTexIndex], Pix2Place[C4M_MaxTexIndex]; bool Pix2Light[C4M_MaxTexIndex]; int32_t PixCntPitch = 0; std::vector PixCnt; std::array Relights; mutable std::array, C4M_MaxTexIndex> BridgeMatConversion; // NoSave // LandscapeMode mode = LandscapeMode::Undefined; int32_t Width = 0, Height = 0; int32_t MapWidth = 0, MapHeight = 0, MapZoom = 0; std::array MatCount{}; // NoSave // std::array EffectiveMatCount{}; // NoSave // bool NoScan = false; // ExecuteScan() disabled int32_t ScanX = 0, ScanSpeed = 2; // SyncClearance-NoSave // int32_t LeftOpen = 0, RightOpen = 0, TopOpen = 0, BottomOpen = 0; C4Real Gravity = DefaultGravAccel; uint32_t Modulation = 0; // landscape blit modulation; 0 means normal int32_t MapSeed = 0; // random seed for MapToLandscape C4Sky Sky; std::unique_ptr pMapCreator; // map creator for script-generated maps bool fMapChanged = false; std::unique_ptr pInitial; // Initial landscape after creation - used for diff std::unique_ptr pInitialBkg; // Initial bkg landscape after creation - used for diff std::unique_ptr pFoW; void ClearMatCount(); void ExecuteScan(C4Landscape *); int32_t DoScan(C4Landscape *, int32_t x, int32_t y, int32_t mat, int32_t dir); uint32_t ChunkyRandom(uint32_t &iOffset, uint32_t iRange) const; // return static random value, according to offset and MapSeed void DrawChunk(C4Landscape *, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, C4MaterialCoreShape Shape, uint32_t cro); void DrawSmoothOChunk(C4Landscape *, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, int flip, uint32_t cro); void ChunkOZoom(C4Landscape *, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX = 0, int32_t iOffY = 0); bool TexOZoom(C4Landscape *, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage, int32_t iToX = 0, int32_t iToY = 0); bool MapToSurface(C4Landscape *, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iToX, int32_t iToY, int32_t iToWdt, int32_t iToHgt, int32_t iOffX, int32_t iOffY); bool MapToLandscape(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iOffsX = 0, int32_t iOffsY = 0, bool noClear = false); // zoom map segment to surface (or sector surfaces) bool InitTopAndBottomRowPix(); // init out-of-landscape pixels for bottom side bool GetMapColorIndex(const char *szMaterial, const char *szTexture, BYTE &rbyCol) const; //bool SkyToLandscape(int32_t iToX, int32_t iToY, int32_t iToWdt, int32_t iToHgt, int32_t iOffX, int32_t iOffY); bool CreateMap(CSurface8*& sfcMap, CSurface8*& sfcMapBkg); // create map by landscape attributes bool CreateMapS2(C4Group &ScenFile, CSurface8*& sfcMap, CSurface8*& sfcMapBkg); // create map by def file bool Mat2Pal(); // assign material colors to landscape palette void UpdatePixCnt(const C4Landscape *, const C4Rect &Rect, bool fCheck = false); void UpdateMatCnt(const C4Landscape *, C4Rect Rect, bool fPlus); void PrepareChange(const C4Landscape *d, const C4Rect &BoundingBox); void FinishChange(C4Landscape *d, C4Rect BoundingBox); bool DrawLineLandscape(int32_t iX, int32_t iY, int32_t iGrade, uint8_t line_color, uint8_t line_color_bkg); bool DrawLineMap(int32_t iX, int32_t iY, int32_t iRadius, uint8_t line_color, uint8_t line_color_bkg); uint8_t *GetBridgeMatConversion(const C4Landscape *d, int32_t for_material_col) const; bool SaveInternal(const C4Landscape *d, C4Group &hGroup) const; bool SaveDiffInternal(const C4Landscape *d, C4Group &hGroup, bool fSyncSave) const; int32_t ForPolygon(C4Landscape *d, int *vtcs, int length, const std::function &callback, C4MaterialList *mats_count = NULL, uint8_t col = 0, uint8_t colBkg = 0, uint8_t *conversion_table = NULL); std::unique_ptr CreateDefaultBkgSurface(CSurface8& sfcFg, bool msbAsIft) const; void DigMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, C4Object *pCollect = NULL); void BlastMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, int32_t caused_by, int32_t str, C4ValueArray *out_objects); bool DigFreePix(C4Landscape *d, int32_t tx, int32_t ty); bool DigFreePixNoInstability(C4Landscape *d, int32_t tx, int32_t ty); bool BlastFreePix(C4Landscape *d, int32_t tx, int32_t ty); bool ShakeFreePix(C4Landscape *d, int32_t tx, int32_t ty); C4ValueArray *PrepareFreeShape(C4Rect &BoundingBox, C4Object *by_object); void PostFreeShape(C4ValueArray *dig_objects, C4Object *by_object); BYTE DefaultBkgMat(BYTE fg) const; }; namespace { bool ForLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, std::function fnCallback, int32_t *lastx = 0, int32_t *lasty = 0) { int d, dx, dy, aincr, bincr, xincr, yincr, x, y; if (Abs(x2 - x1) < Abs(y2 - y1)) { if (y1 > y2) { std::swap(x1, x2); std::swap(y1, y2); } xincr = (x2 > x1) ? 1 : -1; dy = y2 - y1; dx = Abs(x2 - x1); d = 2 * dx - dy; aincr = 2 * (dx - dy); bincr = 2 * dx; x = x1; y = y1; if (!fnCallback(x, y)) { if (lastx) *lastx = x; if (lasty) *lasty = y; return false; } for (y = y1 + 1; y <= y2; ++y) { if (d >= 0) { x += xincr; d += aincr; } else d += bincr; if (!fnCallback(x, y)) { if (lastx) *lastx = x; if (lasty) *lasty = y; return false; } } } else { if (x1 > x2) { std::swap(x1, x2); std::swap(y1, y2); } yincr = (y2 > y1) ? 1 : -1; dx = x2 - x1; dy = Abs(y2 - y1); d = 2 * dy - dx; aincr = 2 * (dy - dx); bincr = 2 * dy; x = x1; y = y1; if (!fnCallback(x, y)) { if (lastx) *lastx = x; if (lasty) *lasty = y; return false; } for (x = x1 + 1; x <= x2; ++x) { if (d >= 0) { y += yincr; d += aincr; } else d += bincr; if (!fnCallback(x, y)) { if (lastx) *lastx = x; if (lasty) *lasty = y; return false; } } } return true; } } C4Landscape::C4Landscape() : p(new P) { Default(); } C4Landscape::~C4Landscape() { Clear(); } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* +++++++++++++++++++++++++ Execute and display +++++++++++++++++++++++++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ void C4Landscape::Execute() { // Landscape scan if (!p->NoScan) p->ExecuteScan(this); // move sky p->Sky.Execute(); // Queued Relights -- note that normally we process them before drawing every frame; // this just makes sure relights don't accumulate over a long period of time if no // viewport is open (developer mode). if (!::Game.iTick35) DoRelights(); } void C4Landscape::P::ExecuteScan(C4Landscape *d) { int32_t cy, mat; // Check: Scan needed? const int32_t iTemperature = ::Weather.GetTemperature(); for (mat = 0; mat < ::MaterialMap.Num; mat++) if (MatCount[mat]) { if (::MaterialMap.Map[mat].BelowTempConvertTo && iTemperature < ::MaterialMap.Map[mat].BelowTempConvert) break; else if (::MaterialMap.Map[mat].AboveTempConvertTo && iTemperature > ::MaterialMap.Map[mat].AboveTempConvert) break; } if (mat >= ::MaterialMap.Num) return; #ifdef DEBUGREC_MATSCAN if (Config.General.DebugRec) AddDbgRec(RCT_MatScan, &ScanX, sizeof(ScanX)); #endif for (int32_t cnt = 0; cnt < ScanSpeed; cnt++) { // Scan landscape column: sectors down int32_t last_mat = -1; for (cy = 0; cy < Height; cy++) { mat = d->_GetMat(ScanX, cy); // material change? if (last_mat != mat) { // upwards if (last_mat != -1) DoScan(d, ScanX, cy - 1, last_mat, 1); // downwards if (mat != -1) cy += DoScan(d, ScanX, cy, mat, 0); } last_mat = mat; } // Scan advance & rewind ScanX++; if (ScanX >= Width) ScanX = 0; } } #define PRETTY_TEMP_CONV int32_t C4Landscape::P::DoScan(C4Landscape *d, int32_t cx, int32_t cy, int32_t mat, int32_t dir) { int32_t conv_to_tex = 0; int32_t iTemperature = ::Weather.GetTemperature(); // Check below conv if (::MaterialMap.Map[mat].BelowTempConvertDir == dir) if (::MaterialMap.Map[mat].BelowTempConvertTo) if (iTemperature< ::MaterialMap.Map[mat].BelowTempConvert) conv_to_tex = ::MaterialMap.Map[mat].BelowTempConvertTo; // Check above conv if (::MaterialMap.Map[mat].AboveTempConvertDir == dir) if (::MaterialMap.Map[mat].AboveTempConvertTo) if (iTemperature>::MaterialMap.Map[mat].AboveTempConvert) conv_to_tex = ::MaterialMap.Map[mat].AboveTempConvertTo; // nothing to do? if (!conv_to_tex) return 0; // find material int32_t conv_to = ::TextureMap.GetEntry(conv_to_tex)->GetMaterialIndex(); // find mat top int32_t mconv = ::MaterialMap.Map[mat].TempConvStrength, mconvs = mconv; #ifdef DEBUGREC_MATSCAN if (Config.General.DebugRec) { C4RCMatScan rc = { cx, cy, mat, conv_to, dir, mconvs }; AddDbgRec(RCT_MatScanDo, &rc, sizeof(C4RCMatScan)); } #endif int32_t ydir = (dir == 0 ? +1 : -1), cy2; #ifdef PRETTY_TEMP_CONV // get left pixel int32_t lmat = (cx > 0 ? d->_GetMat(cx - 1, cy) : -1); // left pixel not converted? do nothing if (lmat == mat) return 0; // left pixel converted? suppose it was done by a prior scan and skip check if (lmat != conv_to) { int32_t iSearchRange = std::max(5, mconvs); // search upper/lower bound int32_t cys = cy, cxs = cx; while (cxs < ::Landscape.GetWidth() - 1) { // one step right cxs++; if (d->_GetMat(cxs, cys) == mat) { // search surface cys -= ydir; while (Inside(cys, 0, ::Landscape.GetHeight() - 1) && d->_GetMat(cxs, cys) == mat) { cys -= ydir; if ((mconvs = std::min(mconv - Abs(cys - cy), mconvs)) < 0) return 0; } // out of bounds? if (!Inside(cys, 0, ::Landscape.GetHeight() - 1)) break; // back one step cys += ydir; } else { // search surface cys += ydir; while (Inside(cys, 0, ::Landscape.GetHeight() - 1) && d->_GetMat(cxs, cys) != mat) { cys += ydir; if (Abs(cys - cy) > iSearchRange) break; } // out of bounds? if (!Inside(cys, 0, ::Landscape.GetHeight() - 1)) break; if (Abs(cys - cy) > iSearchRange) break; } } } #endif // Conversion bool conv_to_is_solid = (conv_to > -1) && DensitySolid(::MaterialMap.Map[conv_to].Density); for (cy2 = cy; mconvs >= 0 && Inside(cy2, 0, ::Landscape.GetHeight() - 1); cy2 += ydir, mconvs--) { // material changed? int32_t pix = d->_GetPix(cx, cy2); if (PixCol2Mat(pix) != mat) break; #ifdef PRETTY_TEMP_CONV // get left pixel int32_t lmat = (cx > 0 ? d->_GetMat(cx - 1, cy2) : -1); // left pixel not converted? break if (lmat == mat) break; #endif // set mat (and keep background material) d->SetPix2(cx, cy2, MatTex2PixCol(conv_to_tex), Transparent); if (!conv_to_is_solid) d->CheckInstabilityRange(cx, cy2); } // return pixel converted return Abs(cy2 - cy); } void C4Landscape::ScanSideOpen() { int32_t cy; for (cy = 0; (cy < p->Height) && !GetPix(0, cy); cy++) {} p->LeftOpen = cy; for (cy = 0; (cy < p->Height) && !GetPix(p->Width - 1, cy); cy++) {} p->RightOpen = cy; } void C4Landscape::Draw(C4TargetFacet &cgo, C4FoWRegion *pLight) { if (p->Modulation) pDraw->ActivateBlitModulation(p->Modulation); // blit landscape if (::GraphicsSystem.Show8BitSurface == 1) pDraw->Blit8Fast(p->Surface8.get(), cgo.TargetX, cgo.TargetY, cgo.Surface, cgo.X, cgo.Y, cgo.Wdt, cgo.Hgt); else if (::GraphicsSystem.Show8BitSurface == 2) pDraw->Blit8Fast(p->Surface8Bkg.get(), cgo.TargetX, cgo.TargetY, cgo.Surface, cgo.X, cgo.Y, cgo.Wdt, cgo.Hgt); else if (p->pLandscapeRender) { DoRelights(); p->pLandscapeRender->Draw(cgo, pLight); } if (p->Modulation) pDraw->DeactivateBlitModulation(); } bool C4Landscape::DoRelights() { if (!p->pLandscapeRender) return true; for (int32_t i = 0; i < C4LS_MaxRelights; i++) { if (!p->Relights[i].Wdt) break; // Remove all solid masks in the (twice!) extended region around the change C4Rect SolidMaskRect = p->pLandscapeRender->GetAffectedRect(p->Relights[i]); C4SolidMask * pSolid; for (pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev) pSolid->RemoveTemporary(SolidMaskRect); // Perform the update p->pLandscapeRender->Update(p->Relights[i], this); if (p->pFoW) p->pFoW->Ambient.UpdateFromLandscape(*this, p->Relights[i]); // Restore Solidmasks for (pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next) pSolid->PutTemporary(SolidMaskRect); C4SolidMask::CheckConsistency(); // Clear slot p->Relights[i].Default(); } return true; } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* +++++++++++++++++++++++ Add and destroy landscape++++++++++++++++++++++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ static std::vector GetRoundPolygon(int32_t x, int32_t y, int32_t size, int32_t smoothness) { /* So what is this? It's basically a circle with the radius 'size'. The radius is adjusted by two sin/cos waves. The random lies in the phase of the sin/cos and in the factor the wave is added to the normal circle shape. smoothness from 0 to 100. 0 gives an exagerated 'explosion' shape while 100 is almost a circle */ if (smoothness > 100) smoothness = 100; if (smoothness < 0) smoothness = 0; if (size <= 0) size = 1; // vertex count of the polygon int32_t count = 2 * size / 3 + 6; std::vector vertices; vertices.reserve(count * 2); // varying phase of the sin/cos waves C4Real begin = itofix(360)*(int32_t)Random(100) / 100; C4Real begin2 = itofix(360)*(int32_t)Random(100) / 100; // parameters: // the bigger the factor, the smaller the divergence from a circle C4Real anticircle = itofix(3) + smoothness / 16 * smoothness / 16; // the bigger the factor the more random is the divergence from the circle int random = 80 * (200 - smoothness); for (int i = 0; i < count; ++i) { C4Real angle = itofix(360)*i / count; C4Real currsize = itofix(size); currsize += Sin(angle * 3 + begin + itofix(Random(random)) / 100) * size / anticircle; // +sin currsize += Cos(angle * 5 + begin2 + itofix(Random(random)) / 100) * size / anticircle / 2; // +cos vertices.push_back(x + fixtoi(Sin(angle)*currsize)); vertices.push_back(y - fixtoi(Cos(angle)*currsize)); } return vertices; } static std::vector GetRectangle(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt) { std::vector vertices; vertices.resize(8); vertices[0] = tx; vertices[1] = ty; vertices[2] = tx; vertices[3] = ty + hgt; vertices[4] = tx + wdt; vertices[5] = ty + hgt; vertices[6] = tx + wdt; vertices[7] = ty; return vertices; } static C4Rect getBoundingBox(int *vtcs, int length) { C4Rect BoundingBox(vtcs[0], vtcs[1], 1, 1); for (int32_t i = 2; i + 1 < length; i += 2) { BoundingBox.Add(C4Rect(vtcs[i], vtcs[i + 1], 1, 1)); } return BoundingBox; } void C4Landscape::ClearFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt) { std::vector vertices(GetRectangle(tx, ty, wdt, hgt)); C4Rect r(tx, ty, wdt, hgt); p->PrepareChange(this, r); p->ForPolygon(this, &vertices[0], vertices.size() / 2, [this](int32_t x, int32_t y) { return ClearPix(x, y); }); p->FinishChange(this, r); } int32_t C4Landscape::DigFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, C4Object *by_object, bool no_dig2objects, bool no_instability_check) { std::vector vertices(GetRectangle(tx, ty, wdt, hgt)); return DigFreeShape(&vertices[0], vertices.size(), by_object, no_dig2objects, no_instability_check); } int32_t C4Landscape::DigFree(int32_t tx, int32_t ty, int32_t rad, C4Object *by_object, bool no_dig2objects, bool no_instability_check) { std::vector vertices(GetRoundPolygon(tx, ty, rad, 80)); return DigFreeShape(&vertices[0], vertices.size(), by_object, no_dig2objects, no_instability_check); } void C4Landscape::BlastFree(int32_t tx, int32_t ty, int32_t rad, int32_t caused_by, C4Object *by_object, int32_t iMaxDensity) { std::vector vertices(GetRoundPolygon(tx, ty, rad, 30)); BlastFreeShape(&vertices[0], vertices.size(), by_object, caused_by, iMaxDensity); } void C4Landscape::ShakeFree(int32_t tx, int32_t ty, int32_t rad) { std::vector vertices(GetRoundPolygon(tx, ty, rad, 50)); p->ForPolygon(this, &vertices[0], vertices.size() / 2, [this](int32_t x, int32_t y) { return p->ShakeFreePix(this, x, y); }); } C4ValueArray *C4Landscape::P::PrepareFreeShape(C4Rect &BoundingBox, C4Object *by_object) { // Remember any in-earth objects in area C4FindObjectInRect fo_inrect(BoundingBox); C4FindObjectOCF fo_insolid(OCF_InSolid); C4FindObjectLayer fo_layer(by_object ? by_object->Layer : NULL); C4FindObject *fo_list[] = { &fo_inrect, &fo_insolid, &fo_layer }; C4FindObjectAndStatic fo_srch(3, fo_list); return fo_srch.FindMany(::Objects, ::Objects.Sectors); } void C4Landscape::P::PostFreeShape(C4ValueArray *dig_objects, C4Object *by_object) { // Do callbacks to digger and dug out objects for objects that are now dug free if (by_object) { for (int32_t i = 0; i < dig_objects->GetSize(); ++i) { C4Object *dig_object = dig_objects->GetItem(i).getObj(); if (dig_object && !GBackSolid(dig_object->GetX(), dig_object->GetY())) if (dig_object != by_object) if (!dig_object->Contained && dig_object->Status) { C4AulParSet pars(by_object); dig_object->Call(PSF_OnDugOut, &pars); if (dig_object->Status && by_object->Status) { C4AulParSet pars(dig_object); by_object->Call(PSF_DigOutObject, &pars); } } } } } int32_t C4Landscape::DigFreeShape(int *vtcs, int length, C4Object *by_object, bool no_dig2objects, bool no_instability_check) { using namespace std::placeholders; C4Rect BoundingBox = getBoundingBox(vtcs, length); int32_t amount; // Remember any collectible objects in area std::unique_ptr dig_objects(p->PrepareFreeShape(BoundingBox, by_object)); std::function callback; if (no_instability_check) callback = [this](int32_t x, int32_t y) { return p->DigFreePixNoInstability(this, x, y); }; else callback = [this](int32_t x, int32_t y) { return p->DigFreePix(this, x, y); }; if (by_object) { if (!by_object->MaterialContents) by_object->MaterialContents = new C4MaterialList; amount = p->ForPolygon(this, vtcs, length / 2, callback, by_object->MaterialContents); } else amount = p->ForPolygon(this, vtcs, length / 2, callback, NULL); // create objects from the material if (!::Game.iTick5) { if (!no_dig2objects) if (by_object) if (by_object->MaterialContents) { int32_t tx = BoundingBox.GetMiddleX(), ty = BoundingBox.GetBottom(); p->DigMaterial2Objects(tx, ty, by_object->MaterialContents, by_object); } } // Do callbacks to digger for objects that are now dug free p->PostFreeShape(dig_objects.get(), by_object); return amount; } void C4Landscape::BlastFreeShape(int *vtcs, int length, C4Object *by_object, int32_t by_player, int32_t iMaxDensity) { C4MaterialList *MaterialContents = NULL; C4Rect BoundingBox = getBoundingBox(vtcs, length); // Remember any collectible objects in area std::unique_ptr dig_objects(p->PrepareFreeShape(BoundingBox, by_object)); uint8_t *pblast_tbl = NULL, blast_tbl[C4M_MaxTexIndex]; if (iMaxDensity < C4M_Vehicle) { for (int32_t i = 0; i < C4M_MaxTexIndex; ++i) blast_tbl[i] = (GetPixDensity(i) <= iMaxDensity); pblast_tbl = blast_tbl; } if (by_object) { if (!by_object->MaterialContents) by_object->MaterialContents = new C4MaterialList; p->ForPolygon(this, vtcs, length / 2, [this](int32_t x, int32_t y) { return p->BlastFreePix(this, x, y); }, by_object->MaterialContents, 0, 0, pblast_tbl); } else { MaterialContents = new C4MaterialList; p->ForPolygon(this, vtcs, length / 2, [this](int32_t x, int32_t y) { return p->BlastFreePix(this, x, y); }, MaterialContents, iMaxDensity); } // create objects from the material C4MaterialList *mat_list = NULL; if (by_object) mat_list = by_object->MaterialContents; else mat_list = MaterialContents; int32_t tx = BoundingBox.GetMiddleX(), ty = BoundingBox.GetMiddleY(); p->BlastMaterial2Objects(tx, ty, mat_list, by_player, (BoundingBox.Wdt + BoundingBox.Hgt) / 4, dig_objects.get()); if (MaterialContents) delete MaterialContents; // Do callbacks to digger for objects that are now dug free p->PostFreeShape(dig_objects.get(), by_object); } void C4Landscape::P::BlastMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, int32_t caused_by, int32_t str, C4ValueArray *out_objects) { for (int32_t mat = 0; mat < ::MaterialMap.Num; mat++) { if (mat_list->Amount[mat]) { int32_t cast_strength = str; int32_t pxsamount = 0, blastamount = 0; if (::MaterialMap.Map[mat].Blast2PXSRatio != 0) { pxsamount = mat_list->Amount[mat] / ::MaterialMap.Map[mat].Blast2PXSRatio; ::PXS.Cast(mat, pxsamount, tx, ty, cast_strength * 2); } if (::MaterialMap.Map[mat].Blast2Object != C4ID::None) { if (::MaterialMap.Map[mat].Blast2ObjectRatio != 0) { blastamount = mat_list->Amount[mat] / ::MaterialMap.Map[mat].Blast2ObjectRatio; Game.CastObjects(::MaterialMap.Map[mat].Blast2Object, NULL, blastamount, cast_strength, tx, ty, NO_OWNER, caused_by, out_objects); } } mat_list->Amount[mat] -= std::max(blastamount * ::MaterialMap.Map[mat].Blast2ObjectRatio, pxsamount * ::MaterialMap.Map[mat].Blast2PXSRatio); } } } void C4Landscape::P::DigMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, C4Object *pCollect) { C4AulParSet pars(pCollect); for (int32_t mat = 0; mat < ::MaterialMap.Num; mat++) { if (mat_list->Amount[mat]) { if (::MaterialMap.Map[mat].Dig2Object != C4ID::None) if (::MaterialMap.Map[mat].Dig2ObjectRatio != 0) while (mat_list->Amount[mat] >= ::MaterialMap.Map[mat].Dig2ObjectRatio) { mat_list->Amount[mat] -= ::MaterialMap.Map[mat].Dig2ObjectRatio; C4Object *pObj = Game.CreateObject(::MaterialMap.Map[mat].Dig2Object, NULL, NO_OWNER, tx, ty); if (!pObj || !pObj->Status) continue; // Set controller to the controller of the object responsible for digging out if (pCollect && pCollect->Status) pObj->Controller = pCollect->Controller; // Do callbacks to dug object and digger pObj->Call(PSF_OnDugOut, &pars); if (!pObj->Status || !pCollect || !pCollect->Status || pObj->Contained) continue; C4AulParSet pars(C4VObj(pObj)); pCollect->Call(PSF_DigOutObject, &pars); if (!pObj->Status || !pCollect->Status || pObj->Contained) continue; // Try to collect object if (::MaterialMap.Map[mat].Dig2ObjectCollect) if (pCollect && pCollect->Status && pObj && pObj->Status) if (!pCollect->Collect(pObj)) // Collection forced? Don't generate objects if (::MaterialMap.Map[mat].Dig2ObjectCollect == 2) { pObj->AssignRemoval(); // Cap so we never have more than one object worth of material in the store mat_list->Amount[mat] = ::MaterialMap.Map[mat].Dig2ObjectRatio; break; } } } } } bool C4Landscape::P::DigFreePixNoInstability(C4Landscape *d, int32_t tx, int32_t ty) { int32_t mat = d->GetMat(tx, ty); if (MatValid(mat)) if (::MaterialMap.Map[mat].DigFree) { d->ClearPix(tx, ty); return true; } return false; } bool C4Landscape::P::DigFreePix(C4Landscape *d, int32_t tx, int32_t ty) { int32_t mat = d->GetMat(tx, ty); if (MatValid(mat)) if (::MaterialMap.Map[mat].DigFree) { d->ClearPix(tx, ty); // check for instable materials to start moving by the cleared space d->CheckInstabilityRange(tx, ty); return true; } return false; } bool C4Landscape::P::BlastFreePix(C4Landscape *d, int32_t tx, int32_t ty) { int32_t mat = d->GetMat(tx, ty); if (MatValid(mat)) { // for blast, either shift to different material or blast free if (::MaterialMap.Map[mat].BlastFree) { d->ClearPix(tx, ty); // check for instable materials to start moving by the cleared space d->CheckInstabilityRange(tx, ty); return true; } else if (::MaterialMap.Map[mat].BlastShiftTo) d->SetPix2(tx, ty, MatTex2PixCol(::MaterialMap.Map[mat].BlastShiftTo), Transparent); } return false; } bool C4Landscape::P::ShakeFreePix(C4Landscape *d, int32_t tx, int32_t ty) { int32_t mat = d->GetMat(tx, ty); if (MatValid(mat)) { if (::MaterialMap.Map[mat].DigFree) { d->ClearPix(tx, ty); ::PXS.Create(mat, itofix(tx), itofix(ty)); // check for instable materials to start moving by the cleared space d->CheckInstabilityRange(tx, ty); return true; } } return false; } bool C4Landscape::ClearPix(int32_t tx, int32_t ty) { // Replace pixel with background pixel BYTE bkgPix = p->Surface8Bkg->GetPix(tx, ty); return SetPix2(tx, ty, bkgPix, bkgPix); } void C4Landscape::ClearPointers(C4Object * pObj) { if (p->pFoW) p->pFoW->Remove(pObj); } bool C4Landscape::SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix) { // check bounds if (x < 0 || y < 0 || x >= GetWidth() || y >= GetHeight()) return false; // no change? if ((fgPix == Transparent || fgPix == _GetPix(x, y)) && (bgPix == Transparent || bgPix == p->Surface8Bkg->_GetPix(x, y))) return true; // set pixel return _SetPix2(x, y, fgPix, bgPix); } bool C4Landscape::_SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix) { if (Config.General.DebugRec) { C4RCSetPix rc; rc.x = x; rc.y = y; rc.clr = fgPix; rc.bgClr = fgPix; AddDbgRec(RCT_SetPix, &rc, sizeof(rc)); } assert(x >= 0 && y >= 0 && x < GetWidth() && y < GetHeight()); // get pixel and resolve transparency to already existing pixel BYTE opix = _GetPix(x, y); if (fgPix == Transparent) fgPix = opix; if (bgPix == Transparent) bgPix = p->Surface8Bkg->_GetPix(x, y); // check pixel if (fgPix == opix && bgPix == p->Surface8Bkg->_GetPix(x, y)) return true; // count pixels if (p->Pix2Dens[fgPix]) { if (!p->Pix2Dens[opix]) p->PixCnt[(y / 15) + (x / 17) * p->PixCntPitch]++; } else { if (p->Pix2Dens[opix]) p->PixCnt[(y / 15) + (x / 17) * p->PixCntPitch]--; } // count material assert(!fgPix || MatValid(p->Pix2Mat[fgPix])); int32_t omat = p->Pix2Mat[opix], nmat = p->Pix2Mat[fgPix]; if (opix) p->MatCount[omat]--; if (fgPix) p->MatCount[nmat]++; // count effective material if (omat != nmat) { if (fgPix && ::MaterialMap.Map[nmat].MinHeightCount) { // Check for material above & below int iMinHeight = ::MaterialMap.Map[nmat].MinHeightCount, iBelow = GetMatHeight(x, y + 1, +1, nmat, iMinHeight), iAbove = GetMatHeight(x, y - 1, -1, nmat, iMinHeight); // Will be above treshold? if (iBelow + iAbove + 1 >= iMinHeight) { int iChange = 1; // Check for heights below threshold if (iBelow < iMinHeight) iChange += iBelow; if (iAbove < iMinHeight) iChange += iAbove; // Change p->EffectiveMatCount[nmat] += iChange; } } if (opix && ::MaterialMap.Map[omat].MinHeightCount) { // Check for material above & below int iMinHeight = ::MaterialMap.Map[omat].MinHeightCount, iBelow = GetMatHeight(x, y + 1, +1, omat, iMinHeight), iAbove = GetMatHeight(x, y - 1, -1, omat, iMinHeight); // Not already below threshold? if (iBelow + iAbove + 1 >= iMinHeight) { int iChange = 1; // Check for heights that will get below threshold if (iBelow < iMinHeight) iChange += iBelow; if (iAbove < iMinHeight) iChange += iAbove; // Change p->EffectiveMatCount[omat] -= iChange; } } } // set 8bpp-surface only! p->Surface8->SetPix(x, y, fgPix); p->Surface8Bkg->SetPix(x, y, bgPix); // note for relight if (p->pLandscapeRender) { C4Rect CheckRect = p->pLandscapeRender->GetAffectedRect(C4Rect(x, y, 1, 1)); for (int32_t i = 0; i < C4LS_MaxRelights; i++) if (!p->Relights[i].Wdt || p->Relights[i].Overlap(CheckRect) || i + 1 >= C4LS_MaxRelights) { p->Relights[i].Add(CheckRect); break; } // Invalidate FoW if (p->pFoW) p->pFoW->Invalidate(CheckRect); } // success return true; } void C4Landscape::_SetPix2Tmp(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix) { // set 8bpp-surface only! assert(x >= 0 && y >= 0 && x < GetWidth() && y < GetHeight()); if (fgPix != Transparent) p->Surface8->SetPix(x, y, fgPix); if (bgPix != Transparent) p->Surface8Bkg->SetPix(x, y, bgPix); } bool C4Landscape::CheckInstability(int32_t tx, int32_t ty, int32_t recursion_count) { int32_t mat = GetMat(tx, ty); if (MatValid(mat)) { const C4Material &material = MaterialMap.Map[mat]; if (material.Instable) return ::MassMover.Create(tx, ty); // Get rid of single pixels else if (DensitySolid(material.Density) && !material.KeepSinglePixels && recursion_count < 10) if ((!::GBackSolid(tx, ty + 1)) + (!::GBackSolid(tx, ty - 1)) + (!::GBackSolid(tx + 1, ty)) + (!::GBackSolid(tx - 1, ty)) >= 3) { if (!ClearPix(tx, ty)) return false; // Diggable material drops; other material just gets removed if (material.DigFree) ::PXS.Create(mat, itofix(tx), itofix(ty)); // check other pixels around this // Note this cannot lead to an endless recursion (unless you do funny stuff like e.g. set DigFree=1 in material Tunnel). // Check recursion anyway, because very large strips of single pixel width might cause sufficient recursion to crash CheckInstability(tx + 1, ty, ++recursion_count); CheckInstability(tx - 1, ty, recursion_count); CheckInstability(tx, ty - 1, recursion_count); CheckInstability(tx, ty + 1, recursion_count); return true; } } return false; } void C4Landscape::CheckInstabilityRange(int32_t tx, int32_t ty) { if (!CheckInstability(tx, ty)) { CheckInstability(tx, ty - 1); CheckInstability(tx, ty - 2); CheckInstability(tx - 1, ty); CheckInstability(tx + 1, ty); } } void C4Landscape::DrawMaterialRect(int32_t mat, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt) { int32_t cx, cy; for (cy = ty; cy < ty + hgt; cy++) for (cx = tx; cx < tx + wdt; cx++) if ((MatDensity(mat) >= GetDensity(cx, cy))) SetPix2(cx, cy, Mat2PixColDefault(mat), p->Surface8Bkg->GetPix(cx, cy)); } void C4Landscape::RaiseTerrain(int32_t tx, int32_t ty, int32_t wdt) { int32_t cx, cy; BYTE cpix; for (cx = tx; cx < tx + wdt; cx++) { for (cy = ty; (cy + 1 < ::Landscape.GetHeight()) && !GBackSolid(cx, cy + 1); cy++) {} if (cy + 1 < ::Landscape.GetHeight()) if (cy - ty < 20) { cpix = GetPix(cx, cy + 1); if (!MatVehicle(PixCol2Mat(cpix))) while (cy >= ty) { SetPix2(cx, cy, cpix, GetBackPix(cx, cy + 1)); cy--; } } } } int32_t C4Landscape::ExtractMaterial(int32_t fx, int32_t fy, bool distant_first) { int32_t mat = GetMat(fx, fy); if (mat == MNone) return MNone; FindMatTop(mat, fx, fy, distant_first); ClearPix(fx, fy); CheckInstabilityRange(fx, fy); return mat; } bool C4Landscape::InsertMaterialOutsideLandscape(int32_t tx, int32_t ty, int32_t mdens) { // Out-of-bounds insertion considered successful if inserted into same or lower density // This ensures pumping out of map works // Do allow insertion into same density because it covers the case of e.g. pumping water into the upper ocean of an underwater scenario return GetDensity(tx, ty) <= mdens; } bool C4Landscape::InsertMaterial(int32_t mat, int32_t *tx, int32_t *ty, int32_t vx, int32_t vy, bool query_only) { assert(tx); assert(ty); int32_t mdens; if (!MatValid(mat)) return false; mdens = std::min(MatDensity(mat), C4M_Solid); if (!mdens) return true; // Bounds if (!Inside(*tx, 0, GetWidth() - 1) || !Inside(*ty, 0, GetHeight())) return InsertMaterialOutsideLandscape(*tx, *ty, mdens); if (Game.C4S.Game.Realism.LandscapePushPull) { // Same or higher density? if (GetDensity(*tx, *ty) >= mdens) // Push if (!FindMatPathPush(*tx, *ty, mdens, ::MaterialMap.Map[mat].MaxSlide, !!::MaterialMap.Map[mat].Instable)) // Or die return false; } else { // Move up above same density while (mdens == std::min(GetDensity(*tx, *ty), C4M_Solid)) { (*ty)--; if (*ty < 0) return false; // Primitive slide (1) if (GetDensity(*tx - 1, *ty) < mdens) (*tx)--; if (GetDensity(*tx + 1, *ty) < mdens) (*tx)++; } // Stuck in higher density if (GetDensity(*tx, *ty) > mdens) return false; } // Try slide while (FindMatSlide(*tx, *ty, +1, mdens, ::MaterialMap.Map[mat].MaxSlide)) if (GetDensity(*tx, *ty + 1) < mdens) { if (!query_only) ::PXS.Create(mat, itofix(*tx), itofix(*ty), C4REAL10(vx), C4REAL10(vy)); return true; } if (query_only) { // since tx and ty changed, we need to re-check the bounds here // if we really inserted it, the check is made again in InsertDeadMaterial if (!Inside(*tx, 0, GetWidth() - 1) || !Inside(*ty, 0, GetHeight())) return InsertMaterialOutsideLandscape(*tx, *ty, mdens); return true; } // Try reaction with material below and at insertion position C4MaterialReaction *pReact; int32_t tmat; int32_t check_dir = 0; for (int32_t i = 0; i < 2; ++i) { if ((pReact = ::MaterialMap.GetReactionUnsafe(mat, tmat = GetMat(*tx, *ty + check_dir)))) { C4Real fvx = C4REAL10(vx), fvy = C4REAL10(vy); if ((*pReact->pFunc)(pReact, *tx, *ty, *tx, *ty + check_dir, fvx, fvy, mat, tmat, meePXSPos, NULL)) { // the material to be inserted killed itself in some material reaction below return true; } } if (!(check_dir = Sign(GravAccel))) break; } // Insert as dead material return InsertDeadMaterial(mat, *tx, *ty); } bool C4Landscape::InsertDeadMaterial(int32_t mat, int32_t tx, int32_t ty) { // Check bounds if (tx < 0 || ty < 0 || tx >= GetWidth() || ty >= GetHeight()) return InsertMaterialOutsideLandscape(tx, ty, std::min(MatDensity(mat), C4M_Solid)); // Save back original material so we can insert it later int omat = 0; if (Game.C4S.Game.Realism.LandscapeInsertThrust) omat = GetMat(tx, ty); // Check surroundings for inspiration for texture to use int n = 0; int pix = -1; if (tx > 0 && _GetMat(tx - 1, ty) == mat) if (!Random(++n)) pix = _GetPix(tx - 1, ty); if (ty > 0 && _GetMat(tx, ty - 1) == mat) if (!Random(++n)) pix = _GetPix(tx, ty - 1); if (tx + 1 < GetWidth() && _GetMat(tx + 1, ty) == mat) if (!Random(++n)) pix = _GetPix(tx + 1, ty); if (ty + 1 < GetHeight() && _GetMat(tx, ty + 1) == mat) if (!Random(++n)) pix = _GetPix(tx, ty + 1); if (pix < 0) pix = Mat2PixColDefault(mat); // Insert dead material SetPix2(tx, ty, pix, Transparent); // Search a position for the old material pixel if (Game.C4S.Game.Realism.LandscapeInsertThrust && MatValid(omat)) { int32_t tyo = ty - 1; InsertMaterial(omat, &tx, &tyo); } return true; } bool C4Landscape::Incinerate(int32_t x, int32_t y, int32_t cause_player) { int32_t mat = GetMat(x, y); if (MatValid(mat)) if (::MaterialMap.Map[mat].Inflammable) { C4AulParSet pars(C4VInt(x), C4VInt(y), C4VInt(cause_player)); ::ScriptEngine.GetPropList()->Call(P_InflameLandscape, &pars); } return false; } BYTE C4Landscape::P::DefaultBkgMat(BYTE fg) const { return ::TextureMap.DefaultBkgMatTex(fg); } std::unique_ptr C4Landscape::P::CreateDefaultBkgSurface(CSurface8& sfcFg, bool msbAsIft) const { auto sfcBg = std::make_unique(); if (!sfcBg->Create(sfcFg.Wdt, sfcFg.Hgt)) { return NULL; } for (int32_t y = 0; y < sfcFg.Hgt; ++y) { for (int32_t x = 0; x < sfcFg.Wdt; ++x) { BYTE fgPix = sfcFg._GetPix(x, y); BYTE bgPix; // If we treat the most significant bit as the IFT flag // (compatibility option for pre-7.0 maps), then set // the background pixel to 0 if the foreground does not // have IFT set, and remove the IFT flag from the // foreground pixel. if (msbAsIft) { if (fgPix & 0x80) { fgPix &= ~0x80; sfcFg._SetPix(x, y, fgPix); bgPix = DefaultBkgMat(fgPix); } else { bgPix = 0; } } else { bgPix = DefaultBkgMat(fgPix); } sfcBg->_SetPix(x, y, bgPix); } } return sfcBg; } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* ++++ Polygon drawing code extracted from ALLEGRO by Shawn Hargreaves ++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ struct CPolyEdge // An edge for the polygon drawer { int y; // Current (starting at the top) y position int bottom; // bottom y position of this edge int x; // Fixed point x position int dx; // Fixed point x gradient int w; // Width of line segment struct CPolyEdge *prev; // Doubly linked list struct CPolyEdge *next; }; #define POLYGON_FIX_SHIFT 16 static void fill_edge_structure(CPolyEdge *edge, int *i1, int *i2) { if (i2[1] < i1[1]) // Swap { int *t = i1; i1 = i2; i2 = t; } edge->y = i1[1]; edge->bottom = i2[1] - 1; edge->dx = ((i2[0] - i1[0]) << POLYGON_FIX_SHIFT) / (i2[1] - i1[1]); edge->x = (i1[0] << POLYGON_FIX_SHIFT) + (1 << (POLYGON_FIX_SHIFT - 1)) - 1; edge->prev = NULL; edge->next = NULL; if (edge->dx < 0) edge->x += std::min(edge->dx + (1 << POLYGON_FIX_SHIFT), 0); edge->w = std::max(Abs(edge->dx) - (1 << POLYGON_FIX_SHIFT), 0); } static CPolyEdge *add_edge(CPolyEdge *list, CPolyEdge *edge, int sort_by_x) { CPolyEdge *pos = list; CPolyEdge *prev = NULL; if (sort_by_x) { while ((pos) && (pos->x + pos->w / 2 < edge->x + edge->w / 2)) { prev = pos; pos = pos->next; } } else { while ((pos) && (pos->y < edge->y)) { prev = pos; pos = pos->next; } } edge->next = pos; edge->prev = prev; if (pos) pos->prev = edge; if (prev) { prev->next = edge; return list; } else return edge; } static CPolyEdge *remove_edge(CPolyEdge *list, CPolyEdge *edge) { if (edge->next) edge->next->prev = edge->prev; if (edge->prev) { edge->prev->next = edge->next; return list; } else return edge->next; } // Global polygon quick buffer const int QuickPolyBufSize = 20; CPolyEdge QuickPolyBuf[QuickPolyBufSize]; int32_t C4Landscape::P::ForPolygon(C4Landscape *d, int *vtcs, int length, const std::function &callback, C4MaterialList *mats_count, uint8_t col, uint8_t colBkg, uint8_t *conversion_table) { // Variables for polygon drawer int c, x1, x2, y; int top = INT_MAX; int bottom = INT_MIN; int *i1, *i2; CPolyEdge *edge, *next_edge, *edgebuf; CPolyEdge *active_edges = NULL; CPolyEdge *inactive_edges = NULL; bool use_qpb = false; // Return value int32_t amount = 0; // Poly Buf if (length <= QuickPolyBufSize) { edgebuf = QuickPolyBuf; use_qpb = true; } else if (!(edgebuf = new CPolyEdge[length])) { return 0; } // Fill the edge table edge = edgebuf; i1 = vtcs; i2 = vtcs + (length - 1) * 2; for (c = 0; c < length; c++) { if (i1[1] != i2[1]) { fill_edge_structure(edge, i1, i2); if (edge->bottom >= edge->y) { if (edge->y < top) top = edge->y; if (edge->bottom > bottom) bottom = edge->bottom; inactive_edges = add_edge(inactive_edges, edge, false); edge++; } } i2 = i1; i1 += 2; } // For each scanline in the polygon... for (c = top; c <= bottom; c++) { // Check for newly active edges edge = inactive_edges; while ((edge) && (edge->y == c)) { next_edge = edge->next; inactive_edges = remove_edge(inactive_edges, edge); active_edges = add_edge(active_edges, edge, true); edge = next_edge; } // Draw horizontal line segments edge = active_edges; while ((edge) && (edge->next)) { x1 = edge->x >> POLYGON_FIX_SHIFT; x2 = (edge->next->x + edge->next->w) >> POLYGON_FIX_SHIFT; y = c; // Fix coordinates if (x1 > x2) std::swap(x1, x2); // Set line if (callback) { for (int xcnt = x2 - x1 - 1; xcnt >= 0; xcnt--) { uint8_t pix = d->GetPix(x1 + xcnt, y); if (!conversion_table || conversion_table[pix]) { int32_t mat = d->GetPixMat(pix); if (callback(x1 + xcnt, y)) if (mats_count) { mats_count->Add(mat, 1); amount++; } } } } else if (conversion_table) for (int xcnt = x2 - x1 - 1; xcnt >= 0; xcnt--) { const uint8_t pix = conversion_table[uint8_t(d->GetPix(x1 + xcnt, y))]; Surface8->SetPix(x1 + xcnt, y, pix); if (colBkg != Transparent) Surface8Bkg->SetPix(x1 + xcnt, y, colBkg); } else for (int xcnt = x2 - x1 - 1; xcnt >= 0; xcnt--) { if (col != Transparent) Surface8->SetPix(x1 + xcnt, y, col); if (colBkg != Transparent) Surface8Bkg->SetPix(x1 + xcnt, y, colBkg); } edge = edge->next->next; } // Update edges, sorting and removing dead ones edge = active_edges; while (edge) { next_edge = edge->next; if (c >= edge->bottom) { active_edges = remove_edge(active_edges, edge); } else { edge->x += edge->dx; while ((edge->prev) && (edge->x + edge->w / 2 < edge->prev->x + edge->prev->w / 2)) { if (edge->next) edge->next->prev = edge->prev; edge->prev->next = edge->next; edge->next = edge->prev; edge->prev = edge->prev->prev; edge->next->prev = edge; if (edge->prev) edge->prev->next = edge; else active_edges = edge; } } edge = next_edge; } } // Clear scratch memory if (!use_qpb) delete[] edgebuf; return amount; } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* +++++++++++++++++++++++++ Save, Init and load +++++++++++++++++++++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ void C4Landscape::ScenarioInit() { // Gravity p->Gravity = C4REAL100(Game.C4S.Landscape.Gravity.Evaluate()) * DefaultGravAccel; // Opens p->LeftOpen = Game.C4S.Landscape.LeftOpen; p->RightOpen = Game.C4S.Landscape.RightOpen; p->TopOpen = Game.C4S.Landscape.TopOpen; p->BottomOpen = Game.C4S.Landscape.BottomOpen; // Side open scan if (Game.C4S.Landscape.AutoScanSideOpen) ScanSideOpen(); } void C4Landscape::Clear(bool fClearMapCreator, bool fClearSky, bool fClearRenderer) { if (fClearMapCreator) { p->pMapCreator.reset(); } // clear sky if (fClearSky) p->Sky.Clear(); // clear surfaces, if assigned if (fClearRenderer) { p->pLandscapeRender.reset(); } p->TopRowPix.clear(); p->BottomRowPix.clear(); p->Surface8.reset(); p->Surface8Bkg.reset(); p->Map.reset(); p->MapBkg.reset(); // clear initial landscape p->pInitial.reset(); p->pInitialBkg.reset(); p->pFoW.reset(); // clear relight array for (auto &relight : p->Relights) relight.Default(); // clear scan p->ScanX = 0; p->mode = LandscapeMode::Undefined; // clear pixel count p->PixCnt.clear(); p->PixCntPitch = 0; // clear bridge material conversion temp buffers for (auto &conv : p->BridgeMatConversion) conv.reset(); } void C4Landscape::CompileFunc(StdCompiler *pComp) { pComp->Value(mkNamingAdapt(p->MapSeed, "MapSeed", 0)); pComp->Value(mkNamingAdapt(p->LeftOpen, "LeftOpen", 0)); pComp->Value(mkNamingAdapt(p->RightOpen, "RightOpen", 0)); pComp->Value(mkNamingAdapt(p->TopOpen, "TopOpen", 0)); pComp->Value(mkNamingAdapt(p->BottomOpen, "BottomOpen", 0)); pComp->Value(mkNamingAdapt(mkCastIntAdapt(p->Gravity), "Gravity", DefaultGravAccel)); pComp->Value(mkNamingAdapt(p->Modulation, "MatModulation", 0U)); pComp->Value(mkNamingAdapt(mkCastIntAdapt(p->mode), "Mode", LandscapeMode::Undefined)); if (pComp->isCompiler()) { int32_t ambient_brightness; pComp->Value(mkNamingAdapt(ambient_brightness, "AmbientBrightness", 255)); if (p->pFoW) p->pFoW->Ambient.SetBrightness(ambient_brightness / static_cast(255)); } else { if (p->pFoW) { int32_t ambient_brightness = static_cast(p->pFoW->Ambient.GetBrightness() * 255 + 0.5); pComp->Value(mkNamingAdapt(ambient_brightness, "AmbientBrightness", 255)); } } } static std::unique_ptr GroupReadSurface8(C4Group &hGroup, const char *szWildCard) { if (!hGroup.AccessEntry(szWildCard)) return NULL; // create surface auto pSfc = std::make_unique(); if (!pSfc->Read(hGroup)) { return NULL; } return pSfc; } bool C4Landscape::Init(C4Group &hGroup, bool fOverloadCurrent, bool fLoadSky, bool &rfLoaded, bool fSavegame) { // set map seed, if not pre-assigned if (!p->MapSeed) p->MapSeed = Random(3133700); // increase max map size, since developers might set a greater one here Game.C4S.Landscape.MapWdt.Max = 10000; Game.C4S.Landscape.MapHgt.Max = 10000; // map and landscape must be initialized with fixed random, so runtime joining clients may recreate it // with same seed // after map/landscape creation, the seed must be fixed again, so there's no difference between clients creating // and not creating the map // this, however, would cause syncloss to DebugRecs C4DebugRecOff DBGRECOFF(!!Game.C4S.Landscape.ExactLandscape); Game.FixRandom(Game.RandomSeed); // map is like it's loaded for regular gamestart // but it's changed and would have to be saved if a new section is loaded p->fMapChanged = fOverloadCurrent; // don't change landscape mode in runtime joins bool fLandscapeModeSet = (p->mode != LandscapeMode::Undefined); // Make pixel maps // Pixel maps only depend on loaded materials and textures // They might be accessed in map scripts, so they should be ready before map creation UpdatePixMaps(); Game.SetInitProgress(60); // create map if necessary if (!Game.C4S.Landscape.ExactLandscape) { std::unique_ptr sfcMap, sfcMapBkg; // Static map from scenario: Old-style Map.bmp with highest bit IFT if ((sfcMap = GroupReadSurface8(hGroup, C4CFN_Map))) { if (!fLandscapeModeSet) p->mode = LandscapeMode::Static; sfcMapBkg = p->CreateDefaultBkgSurface(*sfcMap, true); if (!sfcMapBkg) return false; } // Static map from scenario: New-style MapFg.bmp and MapBg.bmp with // full 255 mat-tex combinations. Background map is optional, if not // given default will be created with tunnel background for all // semisolid pixels. if (!sfcMap) { if ((sfcMap = GroupReadSurface8(hGroup, C4CFN_MapFg))) { if (!fLandscapeModeSet) p->mode = LandscapeMode::Static; sfcMapBkg = GroupReadSurface8(hGroup, C4CFN_MapBg); if (!sfcMapBkg) sfcMapBkg = p->CreateDefaultBkgSurface(*sfcMap, false); if (!sfcMapBkg) return false; } } // dynamic map from Landscape.txt CSurface8 *rendered_map = nullptr, *rendered_bkg = nullptr; if (!sfcMap) { if (p->CreateMapS2(hGroup, rendered_map, rendered_bkg)) { sfcMap.reset(rendered_map); sfcMapBkg.reset(rendered_bkg); if (!fLandscapeModeSet) p->mode = LandscapeMode::Dynamic; } } // script may create or edit map if (MapScript.InitializeMap(&Game.C4S.Landscape, &::TextureMap, &::MaterialMap, Game.StartupPlayerCount, &sfcMap, &sfcMapBkg)) { if (!fLandscapeModeSet) p->mode = LandscapeMode::Dynamic; } // Dynamic map by scenario if (!sfcMap && !fOverloadCurrent) { if (p->CreateMap(rendered_map, rendered_bkg)) { sfcMap.reset(rendered_map); sfcMapBkg.reset(rendered_bkg); if (!fLandscapeModeSet) p->mode = LandscapeMode::Dynamic; } } // No map failure if (!sfcMap) { // no problem if only overloading if (!fOverloadCurrent) return false; if (fLoadSky) if (!p->Sky.Init(fSavegame)) return false; return true; } assert(sfcMapBkg != NULL); if (Config.General.DebugRec) { AddDbgRec(RCT_Block, "|---MAP---|", 12); AddDbgRec(RCT_Map, sfcMap->Bits, sfcMap->Pitch*sfcMap->Hgt); } // Store map size and calculate map zoom int iWdt, iHgt; sfcMap->GetSurfaceSize(iWdt, iHgt); p->MapWidth = iWdt; p->MapHeight = iHgt; p->MapZoom = Game.C4S.Landscape.MapZoom.Evaluate(); // Calculate landscape size p->Width = p->MapZoom * p->MapWidth; p->Height = p->MapZoom * p->MapHeight; p->Width = std::max(p->Width, 100); p->Height = std::max(p->Height, 100); // if overloading, clear current landscape (and sections, etc.) // must clear, of course, before new sky is eventually read if (fOverloadCurrent) Clear(!Game.C4S.Landscape.KeepMapCreator, fLoadSky, false); // assign new map assert(p->Map == NULL); assert(p->MapBkg == NULL); p->Map = std::move(sfcMap); p->MapBkg = std::move(sfcMapBkg); // Sky (might need to know landscape height) if (fLoadSky) { Game.SetInitProgress(70); if (!p->Sky.Init(fSavegame)) return false; } } // Exact landscape from scenario (no map or exact recreation) else /* if (Game.C4S.Landscape.ExactLandscape) */ { C4DebugRecOff DBGRECOFF; // if overloading, clear current if (fOverloadCurrent) Clear(!Game.C4S.Landscape.KeepMapCreator, fLoadSky, false); // load it if (!fLandscapeModeSet) p->mode = LandscapeMode::Exact; rfLoaded = true; if (!Load(hGroup, fLoadSky, fSavegame)) return false; } // progress Game.SetInitProgress(75); // copy noscan-var p->NoScan = Game.C4S.Landscape.NoScan != 0; // Scan settings p->ScanSpeed = Clamp(GetWidth() / 500, 2, 15); // Create pixel count array before any SetPix operations may take place // Proper pixel counts will be done later, but needs to have the arrays redy to avoid dead pointer access. // We will use 15x17 blocks so the pixel count can't get over 255. int32_t PixCntWidth = (GetWidth() + 16) / 17; p->PixCntPitch = (GetHeight() + 14) / 15; p->PixCnt.resize(PixCntWidth * p->PixCntPitch); // map to big surface and sectionize it // (not for shaders though - they require continous textures) if (!Game.C4S.Landscape.ExactLandscape) { assert(p->Surface8 == NULL); assert(p->Surface8Bkg == NULL); // Create landscape surfaces { auto sf8 = std::make_unique(); auto sfb8 = std::make_unique(); if (!sf8->Create(GetWidth(), GetHeight()) || !sfb8->Create(GetWidth(), GetHeight())) return false; p->Surface8 = std::move(sf8); p->Surface8Bkg = std::move(sfb8); if (!p->Mat2Pal()) return false; } // Map to landscape // Landscape render disabled during initial landscape zoom (will be updated later) std::unique_ptr lsrender_backup; lsrender_backup.swap(p->pLandscapeRender); bool map2landscape_success = MapToLandscape(); lsrender_backup.swap(p->pLandscapeRender); if (!map2landscape_success) return false; } // Init out-of-landscape pixels for bottom p->InitTopAndBottomRowPix(); Game.SetInitProgress(80); if (Config.General.DebugRec) { AddDbgRec(RCT_Block, "|---LANDSCAPE---|", 18); AddDbgRec(RCT_Map, p->Surface8->Bits, p->Surface8->Pitch * p->Surface8->Hgt); AddDbgRec(RCT_Block, "|---LANDSCAPE BKG---|", 22); AddDbgRec(RCT_Map, p->Surface8Bkg->Bits, p->Surface8Bkg->Pitch * p->Surface8Bkg->Hgt); } // Create FoW assert(p->pFoW == NULL); if (Game.C4S.Game.FoWEnabled) p->pFoW.reset(new C4FoW); // Create renderer #ifndef USE_CONSOLE if (!p->pLandscapeRender) p->pLandscapeRender.reset(new C4LandscapeRenderGL); #endif if (p->pLandscapeRender) { // Initialize renderer if (fOverloadCurrent) { if (!p->pLandscapeRender->ReInit(GetWidth(), GetHeight())) return false; } else { if (!p->pLandscapeRender->Init(GetWidth(), GetHeight(), &::TextureMap, &::GraphicsResource.Files)) return false; } } // Save initial landscape if (!SaveInitial()) return false; // Load diff, if existant ApplyDiff(hGroup); // Pixel count tracking from landscape zoom is incomplete, so recalculate it. p->UpdatePixCnt(this, C4Rect(0, 0, GetWidth(), GetHeight())); p->ClearMatCount(); p->UpdateMatCnt(this, C4Rect(0, 0, GetWidth(), GetHeight()), true); // Create initial landscape render data (after applying diff so landscape is complete) if (p->pLandscapeRender) p->pLandscapeRender->Update(C4Rect(0, 0, GetWidth(), GetHeight()), this); Game.SetInitProgress(87); // after map/landscape creation, the seed must be fixed again, so there's no difference between clients creating // and not creating the map Game.FixRandom(Game.RandomSeed); // Create ambient light map after landscape creation if (p->pFoW) p->pFoW->Ambient.CreateFromLandscape(*this, 10., 50., 0.25); Game.SetInitProgress(84); // Success rfLoaded = true; return true; } bool C4Landscape::HasMap() const { return p->Map != NULL && p->MapBkg != NULL; } bool C4Landscape::Save(C4Group &hGroup) const { C4SolidMask::RemoveSolidMasks(); bool r = p->SaveInternal(this, hGroup); C4SolidMask::PutSolidMasks(); return r; } bool C4Landscape::P::SaveInternal(const C4Landscape *d, C4Group &hGroup) const { // Save landscape surface char szTempLandscape[_MAX_PATH + 1]; SCopy(Config.AtTempPath(C4CFN_TempLandscape), szTempLandscape); MakeTempFilename(szTempLandscape); if (!Surface8->Save(szTempLandscape)) return false; // Move temp file to group if (!hGroup.Move(szTempLandscape, C4CFN_LandscapeFg)) return false; // Same for background surface SCopy(Config.AtTempPath(C4CFN_TempLandscapeBkg), szTempLandscape); MakeTempFilename(szTempLandscape); if (!Surface8Bkg->Save(szTempLandscape)) return false; if (!hGroup.Move(szTempLandscape, C4CFN_LandscapeBg)) return false; // Save map if (fMapChanged && Map) if (!d->SaveMap(hGroup)) return false; // save textures (if changed) if (!d->SaveTextures(hGroup)) return false; return true; } bool C4Landscape::SaveDiff(C4Group &hGroup, bool fSyncSave) const { C4SolidMask::RemoveSolidMasks(); bool r = p->SaveDiffInternal(this, hGroup, fSyncSave); C4SolidMask::PutSolidMasks(); return r; } bool C4Landscape::P::SaveDiffInternal(const C4Landscape *d, C4Group &hGroup, bool fSyncSave) const { assert(pInitial && pInitialBkg); if (!pInitial || !pInitialBkg) return false; // If it shouldn't be sync-save: Clear all bytes that have not changed, i.e. // set them to C4M_MaxTexIndex bool fChanged = false, fChangedBkg = false;; if (!fSyncSave) for (int y = 0; y < Height; y++) for (int x = 0; x < Width; x++) { if (pInitial[y * Width + x] == Surface8->_GetPix(x, y)) Surface8->SetPix(x, y, C4M_MaxTexIndex); else fChanged = true; if (pInitialBkg[y * Width + x] == Surface8Bkg->_GetPix(x, y)) Surface8Bkg->SetPix(x, y, C4M_MaxTexIndex); else fChangedBkg = true; } if (fSyncSave || fChanged) { // Save landscape surface if (!Surface8->Save(Config.AtTempPath(C4CFN_TempLandscape))) return false; // Move temp file to group if (!hGroup.Move(Config.AtTempPath(C4CFN_TempLandscape), C4CFN_DiffLandscape)) return false; } if (fSyncSave || fChangedBkg) { // Save landscape surface if (!Surface8Bkg->Save(Config.AtTempPath(C4CFN_TempLandscapeBkg))) return false; // Move temp file to group if (!hGroup.Move(Config.AtTempPath(C4CFN_TempLandscapeBkg), C4CFN_DiffLandscapeBkg)) return false; } // Restore landscape pixels if (!fSyncSave) for (int y = 0; y < Height; y++) for (int x = 0; x < Width; x++) { if (Surface8->_GetPix(x, y) == C4M_MaxTexIndex) Surface8->SetPix(x, y, pInitial[y * Width + x]); if (Surface8Bkg->_GetPix(x, y) == C4M_MaxTexIndex) Surface8Bkg->SetPix(x, y, pInitialBkg[y * Width + x]); } // Save changed map, too if (fMapChanged && Map) if (!d->SaveMap(hGroup)) return false; // and textures (if changed) if (!d->SaveTextures(hGroup)) return false; return true; } bool C4Landscape::SaveInitial() { // Create array p->pInitial = std::make_unique(GetWidth() * GetHeight()); p->pInitialBkg = std::make_unique(GetWidth() * GetHeight()); // Save material data for (int y = 0; y < GetHeight(); y++) { const int pitch = y * GetWidth(); for (int x = 0; x < GetWidth(); x++) { p->pInitial[pitch + x] = p->Surface8->_GetPix(x, y); p->pInitialBkg[pitch + x] = p->Surface8Bkg->_GetPix(x, y); } } return true; } bool C4Landscape::Load(C4Group &hGroup, bool fLoadSky, bool fSavegame) { assert(!p->Surface8 && !p->Surface8Bkg); // Load exact landscape from group if ((p->Surface8 = GroupReadSurface8(hGroup, C4CFN_Landscape)) == nullptr) { if ((p->Surface8 = GroupReadSurface8(hGroup, C4CFN_LandscapeFg)) == nullptr) return false; p->Surface8Bkg = GroupReadSurface8(hGroup, C4CFN_LandscapeBg); if (p->Surface8Bkg) { if (p->Surface8->Wdt != p->Surface8Bkg->Wdt || p->Surface8->Hgt != p->Surface8Bkg->Hgt) { LogFatal(FormatString("Landscape has different dimensions than background landscape (%dx%d vs. %dx%d)", p->Surface8->Wdt, p->Surface8->Hgt, p->Surface8Bkg->Wdt, p->Surface8Bkg->Hgt).getData()); return false; } } else { // LandscapeFg.bmp loaded: Assume full 8bit mat-tex values // when creating background surface. p->Surface8Bkg = p->CreateDefaultBkgSurface(*p->Surface8, false); } } else { // Landscape.bmp loaded: Assume msb is IFT flag when creating // background surface. p->Surface8Bkg = p->CreateDefaultBkgSurface(*p->Surface8, true); } int iWidth, iHeight; p->Surface8->GetSurfaceSize(iWidth, iHeight); p->Width = iWidth; p->Height = iHeight; // adjust pal if (!p->Mat2Pal()) return false; // Landscape should be in correct format: Make sure it is! for (int32_t y = 0; y < GetHeight(); ++y) for (int32_t x = 0; x < GetWidth(); ++x) { BYTE byPix = p->Surface8->_GetPix(x, y); int32_t iMat = PixCol2Mat(byPix); if (byPix && !MatValid(iMat)) { LogFatal(FormatString("Landscape loading error at (%d/%d): Pixel value %d not a valid material!", (int)x, (int)y, (int)byPix).getData()); return false; } BYTE byPixBkg = p->Surface8Bkg->_GetPix(x, y); int32_t iMatBkg = PixCol2Mat(byPixBkg); if (byPixBkg && !MatValid(iMatBkg)) { LogFatal(FormatString("Background Landscape loading error at (%d/%d): Pixel value %d not a valid material!", (int)x, (int)y, (int)byPixBkg).getData()); return false; } } // Init sky if (fLoadSky) { Game.SetInitProgress(70); if (p->Sky.Init(fSavegame)) return false; } // Success return true; } bool C4Landscape::ApplyDiff(C4Group &hGroup) { std::unique_ptr pDiff, pDiffBkg; // Load diff landscape from group if ((pDiff = GroupReadSurface8(hGroup, C4CFN_DiffLandscape)) == nullptr) return false; if ((pDiffBkg = GroupReadSurface8(hGroup, C4CFN_DiffLandscapeBkg)) == nullptr) return false; // convert all pixels: keep if same material; re-set if different material BYTE byPix; for (int32_t y = 0; y < GetHeight(); ++y) for (int32_t x = 0; x < GetWidth(); ++x) { if (pDiff->GetPix(x, y) != C4M_MaxTexIndex) if (p->Surface8->_GetPix(x, y) != (byPix = pDiff->_GetPix(x, y))) // material has changed here: readjust with new texture p->Surface8->SetPix(x, y, byPix); if (pDiffBkg->GetPix(x, y) != C4M_MaxTexIndex) if (p->Surface8Bkg->_GetPix(x, y) != (byPix = pDiffBkg->_GetPix(x, y))) p->Surface8Bkg->_SetPix(x, y, byPix); } // done return true; } void C4Landscape::Default() { p = std::make_unique

(); } void C4Landscape::P::ClearMatCount() { std::fill(MatCount.begin(), MatCount.end(), 0); std::fill(EffectiveMatCount.begin(), EffectiveMatCount.end(), 0); } void C4Landscape::Synchronize() { p->ScanX = 0; } int32_t PixCol2Mat(BYTE pixc) { // Get texture int32_t iTex = PixCol2Tex(pixc); if (!iTex) return MNone; // Get material-texture mapping const C4TexMapEntry *pTex = ::TextureMap.GetEntry(iTex); // Return material return pTex ? pTex->GetMaterialIndex() : MNone; } bool C4Landscape::SaveMap(C4Group &hGroup) const { // No map if (!p->Map) return false; assert(p->MapBkg != NULL); // Create map palette CStdPalette Palette; ::TextureMap.StoreMapPalette(&Palette, ::MaterialMap); // Save map surface if (!p->Map->Save(Config.AtTempPath(C4CFN_TempMapFg), &Palette)) return false; // Move temp file to group if (!hGroup.Move(Config.AtTempPath(C4CFN_TempMapFg), C4CFN_MapFg)) return false; // Save background map surface if (!p->MapBkg->Save(Config.AtTempPath(C4CFN_TempMapBg), &Palette)) return false; // Move temp file to group if (!hGroup.Move(Config.AtTempPath(C4CFN_TempMapBg), C4CFN_MapBg)) return false; // Success return true; } bool C4Landscape::SaveTextures(C4Group &hGroup) const { // if material-texture-combinations have been added, write the texture map if (::TextureMap.fEntriesAdded) { C4Group *pMatGroup = new C4Group(); bool fSuccess = false; // create local material group if (!hGroup.FindEntry(C4CFN_Material)) { // delete previous item at temp path EraseItem(Config.AtTempPath(C4CFN_Material)); // create at temp path if (pMatGroup->Open(Config.AtTempPath(C4CFN_Material), true)) // write to it if (::TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap)) // close (flush) if (pMatGroup->Close()) // add it if (hGroup.Move(Config.AtTempPath(C4CFN_Material), C4CFN_Material)) fSuccess = true; // temp group must remain for scenario file closure // it will be deleted when the group is closed } else // simply write it to the local material file if (pMatGroup->OpenAsChild(&hGroup, C4CFN_Material)) fSuccess = ::TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap); // close material group again if (pMatGroup->IsOpen()) pMatGroup->Close(); delete pMatGroup; // fail if unsuccessful if (!fSuccess) return false; } // done, success return true; } bool C4Landscape::P::InitTopAndBottomRowPix() { assert(Width > 0); // Init Top-/BottomRowPix array, which determines if out-of-landscape pixels on top/bottom side of the map are solid or not // In case of Top-/BottomOpen=2, unit by map and not landscape to avoid runtime join sync losses if (!Width) return true; TopRowPix.clear(); BottomRowPix.clear(); // must access Game.C4S here because Landscape.TopOpen / Landscape.BottomOpen may not be initialized yet // why is there a local copy of that static variable anyway? int32_t top_open_flag = Game.C4S.Landscape.TopOpen; int32_t bottom_open_flag = Game.C4S.Landscape.BottomOpen; if (top_open_flag == 2 && !Map) top_open_flag = 1; if (bottom_open_flag == 2 && !Map) bottom_open_flag = 1; // Init TopRowPix switch (top_open_flag) { // TopOpen=0: Top is closed case 0: TopRowPix.assign(Width, MCVehic); break; // TopOpen=2: Top is open when pixel below has sky background case 2: TopRowPix.resize(Width); for (int32_t x = 0; x < Width; ++x) { uint8_t map_pix = MapBkg->GetPix(x / MapZoom, 0); TopRowPix[x] = ((map_pix != 0) ? MCVehic : 0); } break; // TopOpen=1: Top is open default: TopRowPix.assign(Width, 0); break; } // Init BottomRowPix switch (bottom_open_flag) { // BottomOpen=0: Bottom is closed case 0: BottomRowPix.assign(Width, MCVehic); break; // BottomOpen=2: Bottom is open when pixel above has sky background case 2: BottomRowPix.resize(Width); for (int32_t x = 0; x < Width; ++x) { uint8_t map_pix = MapBkg->GetPix(x / MapZoom, Map->Hgt - 1); BottomRowPix[x] = ((map_pix != 0) ? MCVehic : 0); } break; // BottomOpen=1: Bottom is open default: BottomRowPix.assign(Width, 0); break; } return true; } bool C4Landscape::MapToLandscape() { // zoom map to landscape return p->MapToLandscape(this, *p->Map, *p->MapBkg, 0, 0, p->MapWidth, p->MapHeight); } uint32_t C4Landscape::P::ChunkyRandom(uint32_t & iOffset, uint32_t iRange) const { if (!iRange) return 0; iOffset = (iOffset * 16807) % 2147483647; return (iOffset ^ MapSeed) % iRange; } void C4Landscape::P::DrawChunk(C4Landscape *d, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, C4MaterialCoreShape Shape, uint32_t cro) { unsigned int top_rough = 0, side_rough = 0, bottom_rough = 0; // what to do? switch (Shape) { case C4M_Flat: case C4M_Octagon: if (mcol != Transparent) Surface8->Box(tx, ty, tx + wdt, ty + hgt, mcol); if (mcolBkg != Transparent) Surface8Bkg->Box(tx, ty, tx + wdt, ty + hgt, mcolBkg); return; case C4M_TopFlat: top_rough = 0; side_rough = 2; bottom_rough = 4; break; case C4M_Smooth: top_rough = 2; side_rough = 2; bottom_rough = 2; break; case C4M_Rough: top_rough = 4; side_rough = 4; bottom_rough = 4; break; case C4M_Smoother: top_rough = 1; side_rough = 1; bottom_rough = 1; break; } int vtcs[16]; unsigned int rx = std::max(wdt / 2, 1); vtcs[0] = tx - ChunkyRandom(cro, rx * side_rough / 4); vtcs[1] = ty - ChunkyRandom(cro, rx * top_rough / 4); vtcs[2] = tx - ChunkyRandom(cro, rx * side_rough / 2); vtcs[3] = ty + hgt / 2; vtcs[4] = tx - ChunkyRandom(cro, rx * side_rough / 4); vtcs[5] = ty + hgt + ChunkyRandom(cro, rx * bottom_rough / 4); vtcs[6] = tx + wdt / 2; vtcs[7] = ty + hgt + ChunkyRandom(cro, rx * bottom_rough / 2); vtcs[8] = tx + wdt + ChunkyRandom(cro, rx * side_rough / 4); vtcs[9] = ty + hgt + ChunkyRandom(cro, rx * bottom_rough / 4); vtcs[10] = tx + wdt + ChunkyRandom(cro, rx * side_rough / 2); vtcs[11] = ty + hgt / 2; vtcs[12] = tx + wdt + ChunkyRandom(cro, rx * side_rough / 4); vtcs[13] = ty - ChunkyRandom(cro, rx * top_rough / 4); vtcs[14] = tx + wdt / 2; vtcs[15] = ty - ChunkyRandom(cro, rx * top_rough / 2); ForPolygon(d, vtcs, 8, NULL, NULL, mcol, mcolBkg); } void C4Landscape::P::DrawSmoothOChunk(C4Landscape *d, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, int flip, uint32_t cro) { int vtcs[8]; unsigned int rx = std::max(wdt / 2, 1); vtcs[0] = tx; vtcs[1] = ty; vtcs[2] = tx; vtcs[3] = ty + hgt; vtcs[4] = tx + wdt; vtcs[5] = ty + hgt; vtcs[6] = tx + wdt; vtcs[7] = ty; switch (flip) { case 0: vtcs[0] = tx + wdt / 2; vtcs[1] += hgt / 3; vtcs[7] -= ChunkyRandom(cro, rx / 2); break; case 1: vtcs[2] = tx + wdt / 2; vtcs[3] -= hgt / 3; vtcs[5] += ChunkyRandom(cro, rx / 2); break; case 2: vtcs[4] = tx + wdt / 2; vtcs[5] -= hgt / 3; vtcs[3] += ChunkyRandom(cro, rx / 2); break; case 3: vtcs[6] = tx + wdt / 2; vtcs[7] += hgt / 3; vtcs[1] -= ChunkyRandom(cro, rx / 2); break; case 4: vtcs[0] = tx + wdt / 2; vtcs[1] += hgt / 2; break; case 5: vtcs[2] = tx + wdt / 2; vtcs[3] -= hgt / 2; break; case 6: vtcs[4] = tx + wdt / 2; vtcs[5] -= hgt / 2; break; case 7: vtcs[6] = tx + wdt / 2; vtcs[7] += hgt / 2; break; } ForPolygon(d, vtcs, 4, NULL, NULL, mcol, mcolBkg); } void C4Landscape::P::ChunkOZoom(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX, int32_t iOffY) { const C4TexMapEntry *entry = ::TextureMap.GetEntry(iTexture); C4Material *pMaterial = entry->GetMaterial(); if (!pMaterial) return; const char *texture_name = entry->GetTextureName(); C4Texture *texture = ::TextureMap.GetTexture(texture_name); C4TextureShape *shape = texture ? texture->GetMaterialShape() : NULL; // Chunk type by material C4MaterialCoreShape iChunkType = ::Game.C4S.Landscape.FlatChunkShapes ? C4M_Flat : pMaterial->MapChunkType; // Get map & landscape size int iMapWidth, iMapHeight; sfcMap.GetSurfaceSize(iMapWidth, iMapHeight); // Clip desired map segment to map size iMapX = Clamp(iMapX, 0, iMapWidth - 1); iMapY = Clamp(iMapY, 0, iMapHeight - 1); iMapWdt = Clamp(iMapWdt, 0, iMapWidth - iMapX); iMapHgt = Clamp(iMapHgt, 0, iMapHeight - iMapY); // get chunk size int iChunkWidth = MapZoom, iChunkHeight = MapZoom; // Scan map lines for (int iY = iMapY; iY < iMapY + iMapHgt; iY++) { // Landscape target coordinate vertical int iToY = iY * iChunkHeight + iOffY; // Scan map line for (int iX = iMapX; iX < iMapX + iMapWdt; iX++) { // Map scan line start uint8_t MapPixel = sfcMap._GetPix(iX, iY); uint8_t MapPixelBkg = sfcMapBkg._GetPix(iX, iY); // Landscape target coordinate horizontal int iToX = iX * iChunkWidth + iOffX; // Here's a chunk of the texture-material to zoom if (MapPixel == iTexture) { // Draw chunk DrawChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, MapPixel, MapPixelBkg, iChunkType, (iX << 16) + iY); } // Other chunk, check for slope smoothers else if (iChunkType == C4M_Smooth || iChunkType == C4M_Smoother || iChunkType == C4M_Octagon) { // Map scan line pixel below uint8_t below = sfcMap.GetPix(iX, iY + 1); uint8_t above = sfcMap.GetPix(iX, iY - 1); uint8_t left = sfcMap.GetPix(iX - 1, iY); uint8_t right = sfcMap.GetPix(iX + 1, iY); uint8_t leftBkg = sfcMapBkg.GetPix(iX - 1, iY); uint8_t rightBkg = sfcMapBkg.GetPix(iX + 1, iY); // do not fill a tiny hole if (below == iTexture && above == iTexture && left == iTexture && right == iTexture) continue; int flat = iChunkType == C4M_Octagon ? 4 : 0; // Smooth chunk & same texture-material below if (iY < iMapHeight - 1 && below == iTexture) { // Same texture-material on left if (iX > 0 && left == iTexture) { // Draw smoother DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, left, leftBkg, 3 + flat, (iX << 16) + iY); } // Same texture-material on right if (iX < iMapWidth - 1 && right == iTexture) { // Draw smoother DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, right, rightBkg, 0 + flat, (iX << 16) + iY); } } // Smooth chunk & same texture-material above if (iY > 0 && above == iTexture) { // Same texture-material on left if (iX > 0 && left == iTexture) { // Draw smoother DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, left, leftBkg, 2 + flat, (iX << 16) + iY); } // Same texture-material on right if (iX < iMapWidth - 1 && right == iTexture) { // Draw smoother DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, right, rightBkg, 1 + flat, (iX << 16) + iY); } } } } } // Draw custom shapes on top of regular materials if (shape && !::Game.C4S.Landscape.FlatChunkShapes) shape->Draw(sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, iTexture, iOffX, iOffY, MapZoom, pMaterial->MinShapeOverlap); } static bool GetTexUsage(const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage) { int iX, iY; // No good parameters if (!dwpTextureUsage) return false; // Clip desired map segment to map size iMapX = Clamp(iMapX, 0, sfcMap.Wdt - 1); iMapY = Clamp(iMapY, 0, sfcMap.Hgt - 1); iMapWdt = Clamp(iMapWdt, 0, sfcMap.Wdt - iMapX); iMapHgt = Clamp(iMapHgt, 0, sfcMap.Hgt - iMapY); // Zero texture usage list for (int32_t cnt = 0; cnt < C4M_MaxTexIndex; cnt++) dwpTextureUsage[cnt] = 0; // Scan map pixels for (iY = iMapY; iY < iMapY + iMapHgt; iY++) for (iX = iMapX; iX < iMapX + iMapWdt; iX++) { // Count texture map index const int32_t tex = sfcMap.GetPix(iX, iY); assert(tex < C4M_MaxTexIndex); if (!dwpTextureUsage[tex]++) if (tex) { // Check if texture actually exists if (!::TextureMap.GetEntry(tex)->GetMaterial()) LogF("Map2Landscape error: Texture index %d at (%d/%d) in map not defined in texture map!", (int)tex, (int)iX, (int)iY); // No error. Landscape is usually fine but might contain some holes where material should be } // Ignore background texture for now -- this is only used for ChunkOZoom, // for which only the foreground texture is relevant. /* // Count texture map index const int32_t texBkg = sfcMapBkg.GetPix(iX, iY); if (!dwpTextureUsage[texBkg]++) if (texBkg) { // Check if texture actually exists if (!::TextureMap.GetEntry(texBkg)->GetMaterial()) LogF("Map2Landscape error: Texture index %d at (%d/%d) in background map not defined in texture map!", (int) texBkg, (int) iX, (int) iY); // No error. Landscape is usually fine but might contain some holes where material should be } */ } // Done return true; } bool C4Landscape::P::TexOZoom(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage, int32_t iToX, int32_t iToY) { // ChunkOZoom all used textures for (auto iIndex : ::TextureMap.Order) { if (dwpTextureUsage[iIndex] > 0) { // ChunkOZoom map to landscape ChunkOZoom(d, sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, iIndex, iToX, iToY); } } // Done return true; } bool C4Landscape::P::MapToSurface(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iToX, int32_t iToY, int32_t iToWdt, int32_t iToHgt, int32_t iOffX, int32_t iOffY) { // assign clipper Surface8->Clip(iToX, iToY, iToX + iToWdt - 1, iToY + iToHgt - 1); Surface8Bkg->Clip(iToX, iToY, iToX + iToWdt - 1, iToY + iToHgt - 1); pDraw->NoPrimaryClipper(); // Enlarge map segment for chunky rim iMapX -= 2 + MaterialMap.max_shape_width / MapZoom; iMapY -= 2 + MaterialMap.max_shape_height / MapZoom; iMapWdt += 4 + MaterialMap.max_shape_width / MapZoom * 2; iMapHgt += 4 + MaterialMap.max_shape_height / MapZoom * 2; // Determine texture usage in map segment DWORD dwTexUsage[C4M_MaxTexIndex]; if (!GetTexUsage(sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, dwTexUsage)) return false; // Texture zoom map to landscape if (!TexOZoom(d, sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, dwTexUsage, iOffX, iOffY)) return false; // remove clipper Surface8->NoClip(); Surface8Bkg->NoClip(); // success return true; } bool C4Landscape::P::MapToLandscape(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iOffsX, int32_t iOffsY, bool noClear) { assert(Surface8 && Surface8Bkg); // Clip to map/landscape segment int iMapWidth, iMapHeight, iLandscapeWidth, iLandscapeHeight; // Get map & landscape size sfcMap.GetSurfaceSize(iMapWidth, iMapHeight); Surface8->GetSurfaceSize(iLandscapeWidth, iLandscapeHeight); // Clip map segment to map size iMapX = Clamp(iMapX, 0, iMapWidth - 1); iMapY = Clamp(iMapY, 0, iMapHeight - 1); iMapWdt = Clamp(iMapWdt, 0, iMapWidth - iMapX); iMapHgt = Clamp(iMapHgt, 0, iMapHeight - iMapY); // No segment if (!iMapWdt || !iMapHgt) return true; // Get affected landscape rect C4Rect To; To.x = iMapX*MapZoom + iOffsX; To.y = iMapY*MapZoom + iOffsY; To.Wdt = iMapWdt*MapZoom; To.Hgt = iMapHgt*MapZoom; PrepareChange(d, To); // clear the old landscape if not supressed if (!noClear) { Surface8->ClearBox8Only(To.x, To.y, To.Wdt, To.Hgt); Surface8Bkg->ClearBox8Only(To.x, To.y, To.Wdt, To.Hgt); } MapToSurface(d, sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, To.x, To.y, To.Wdt, To.Hgt, iOffsX, iOffsY); FinishChange(d, To); return true; } bool C4Landscape::P::CreateMap(CSurface8*& sfcMap, CSurface8*& sfcMapBkg) { int32_t iWidth = 0, iHeight = 0; // Create map surface Game.C4S.Landscape.GetMapSize(iWidth, iHeight, Game.StartupPlayerCount); auto fg_map = std::make_unique(iWidth, iHeight); // Fill sfcMap C4MapCreator MapCreator; MapCreator.Create(fg_map.get(), Game.C4S.Landscape, ::TextureMap, true, Game.StartupPlayerCount); auto bg_map = CreateDefaultBkgSurface(*fg_map, false); if (!bg_map) return false; sfcMap = fg_map.release(); sfcMapBkg = bg_map.release(); return true; } bool C4Landscape::P::CreateMapS2(C4Group &ScenFile, CSurface8*& sfcMap, CSurface8*& sfcMapBkg) { // file present? if (!ScenFile.AccessEntry(C4CFN_DynLandscape)) return false; // create map creator if (!pMapCreator) pMapCreator = std::make_unique(&Game.C4S.Landscape, &::TextureMap, &::MaterialMap, Game.StartupPlayerCount); // read file pMapCreator->ReadFile(C4CFN_DynLandscape, &ScenFile); // render landscape if (!pMapCreator->Render(NULL, sfcMap, sfcMapBkg)) return false; // keep map creator until script callbacks have been done return true; } bool C4Landscape::PostInitMap() { // map creator present? if (!p->pMapCreator) return true; // call scripts p->pMapCreator->ExecuteCallbacks(p->MapZoom); // destroy map creator, if not needed later if (!Game.C4S.Landscape.KeepMapCreator) { p->pMapCreator.reset(); } // done, success return true; } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* +++++++++++++++ Searching for features in the landscape +++++++++++++++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ int32_t C4Landscape::GetMatHeight(int32_t x, int32_t y, int32_t iYDir, int32_t iMat, int32_t iMax) const { if (iYDir > 0) { iMax = std::min(iMax, GetHeight() - y); for (int32_t i = 0; i < iMax; i++) if (_GetMat(x, y + i) != iMat) return i; } else { iMax = std::min(iMax, y + 1); for (int32_t i = 0; i < iMax; i++) if (_GetMat(x, y - i) != iMat) return i; } return iMax; } // Nearest free above semi solid bool AboveSemiSolid(int32_t &rx, int32_t &ry) { int32_t cy1 = ry, cy2 = ry; bool UseUpwardsNextFree = false, UseDownwardsNextSolid = false; while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight())) { // Check upwards if (cy1 >= 0) { if (GBackSemiSolid(rx, cy1)) UseUpwardsNextFree = true; else if (UseUpwardsNextFree) { ry = cy1; return true; } } // Check downwards if (cy2 < ::Landscape.GetHeight()) { if (!GBackSemiSolid(rx, cy2)) UseDownwardsNextSolid = true; else if (UseDownwardsNextSolid) { ry = cy2; return true; } } // Advance cy1--; cy2++; } return false; } // Nearest free directly above solid bool AboveSolid(int32_t &rx, int32_t &ry) { int32_t cy1 = ry, cy2 = ry; while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight())) { // Check upwards if (cy1 >= 0) if (!GBackSemiSolid(rx, cy1)) if (GBackSolid(rx, cy1 + 1)) { ry = cy1; return true; } // Check downwards if (cy2 + 1 < ::Landscape.GetHeight()) if (!GBackSemiSolid(rx, cy2)) if (GBackSolid(rx, cy2 + 1)) { ry = cy2; return true; } // Advance cy1--; cy2++; } return false; } // Nearest free/semi above solid bool SemiAboveSolid(int32_t &rx, int32_t &ry) { int32_t cy1 = ry, cy2 = ry; while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight())) { // Check upwards if (cy1 >= 0) if (!GBackSolid(rx, cy1)) if (GBackSolid(rx, cy1 + 1)) { ry = cy1; return true; } // Check downwards if (cy2 + 1 < ::Landscape.GetHeight()) if (!GBackSolid(rx, cy2)) if (GBackSolid(rx, cy2 + 1)) { ry = cy2; return true; } // Advance cy1--; cy2++; } return false; } bool FindLiquidHeight(int32_t cx, int32_t &ry, int32_t hgt) { int32_t cy1 = ry, cy2 = ry, rl1 = 0, rl2 = 0; while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight())) { // Check upwards if (cy1 >= 0) { if (GBackLiquid(cx, cy1)) { rl1++; if (rl1 >= hgt) { ry = cy1 + hgt / 2; return true; } } else rl1 = 0; } // Check downwards if (cy2 + 1 < ::Landscape.GetHeight()) { if (GBackLiquid(cx, cy2)) { rl2++; if (rl2 >= hgt) { ry = cy2 - hgt / 2; return true; } } else rl2 = 0; } // Advance cy1--; cy2++; } return false; } bool FindTunnelHeight(int32_t cx, int32_t &ry, int32_t hgt) { int32_t cy1 = ry, cy2 = ry, rl1 = 0, rl2 = 0; while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight())) { // Check upwards if (cy1 >= 0) { if (Landscape.GetBackPix(cx, cy1) != 0 && MatDensity(GBackMat(cx, cy1)) < C4M_Liquid) { rl1++; if (rl1 >= hgt) { ry = cy1 + hgt / 2; return true; } } else rl1 = 0; } // Check downwards if (cy2 + 1 < ::Landscape.GetHeight()) { if (Landscape.GetBackPix(cx, cy2) != 0 && MatDensity(GBackMat(cx, cy2)) < C4M_Liquid) { rl2++; if (rl2 >= hgt) { ry = cy2 - hgt / 2; return true; } } else rl2 = 0; } // Advance cy1--; cy2++; } return false; } // Starting from rx/ry, searches for a width of solid ground. // Returns bottom center of surface space found. bool FindSolidGround(int32_t &rx, int32_t &ry, int32_t width) { bool fFound = false; int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0; for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++) { // Left search if (cx1 >= 0) // Still going { if (AboveSolid(cx1, cy1)) rl1++; // Run okay else rl1 = 0; // No run } // Right search if (cx2 < ::Landscape.GetWidth()) // Still going { if (AboveSolid(cx2, cy2)) rl2++; // Run okay else rl2 = 0; // No run } // Check runs if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; fFound = true; break; } if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; fFound = true; break; } } if (fFound) AboveSemiSolid(rx, ry); return fFound; } bool FindSurfaceLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height) { bool fFound = false; int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0, cnt; bool lokay; for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++) { // Left search if (cx1 > 0) // Still going { if (!AboveSemiSolid(cx1, cy1)) cx1 = -1; // Abort left else { for (lokay = true, cnt = 0; cnt < height; cnt++) if (!GBackLiquid(cx1, cy1 + 1 + cnt)) lokay = false; if (lokay) rl1++; // Run okay else rl1 = 0; // No run } } // Right search if (cx2 < ::Landscape.GetWidth()) // Still going { if (!AboveSemiSolid(cx2, cy2)) cx2 = ::Landscape.GetWidth(); // Abort right else { for (lokay = true, cnt = 0; cnt < height; cnt++) if (!GBackLiquid(cx2, cy2 + 1 + cnt)) lokay = false; if (lokay) rl2++; // Run okay else rl2 = 0; // No run } } // Check runs if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; fFound = true; break; } if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; fFound = true; break; } } if (fFound) AboveSemiSolid(rx, ry); return fFound; } bool FindLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height) { int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0; for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++) { // Left search if (cx1 > 0) { if (FindLiquidHeight(cx1, cy1, height)) rl1++; else rl1 = 0; } // Right search if (cx2 < ::Landscape.GetWidth()) { if (FindLiquidHeight(cx2, cy2, height)) rl2++; else rl2 = 0; } // Check runs if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; return true; } if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; return true; } } return false; } // Starting from rx/ry, searches for tunnel background // Tunnel background == no sky && no semi/solid material (density < 25) bool FindTunnel(int32_t &rx, int32_t &ry, int32_t width, int32_t height) { int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0; for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++) { // Left search if (cx1 > 0) { if (FindTunnelHeight(cx1, cy1, height)) rl1++; else rl1 = 0; } // Right search if (cx2 < ::Landscape.GetWidth()) { if (FindTunnelHeight(cx2, cy2, height)) rl2++; else rl2 = 0; } // Check runs if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; return true; } if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; return true; } } return false; } // Starting from rx/ry, searches for a width of solid ground. Extreme distances // may not exceed hrange. Returns bottom center of surface found. bool FindLevelGround(int32_t &rx, int32_t &ry, int32_t width, int32_t hrange) { bool fFound = false; int32_t cx1, cx2, cy1, cy2, rh1, rh2, rl1, rl2; cx1 = cx2 = rx; cy1 = cy2 = ry; rh1 = cy1; rh2 = cy2; rl1 = rl2 = 0; for (cx1--, cx2++; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++) { // Left search if (cx1 > 0) // Still going { if (!AboveSemiSolid(cx1, cy1)) cx1 = -1; // Abort left else { if (GBackSolid(cx1, cy1 + 1) && (Abs(cy1 - rh1) < hrange)) rl1++; // Run okay else { rl1 = 0; rh1 = cy1; } // No run } } // Right search if (cx2 < ::Landscape.GetWidth()) // Still going { if (!AboveSemiSolid(cx2, cy2)) cx2 = ::Landscape.GetWidth(); // Abort right else { if (GBackSolid(cx2, cy2 + 1) && (Abs(cy2 - rh2) < hrange)) rl2++; // Run okay else { rl2 = 0; rh2 = cy2; } // No run } } // Check runs if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; fFound = true; break; } if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; fFound = true; break; } } if (fFound) AboveSemiSolid(rx, ry); return fFound; } // Starting from rx/ry, searches for a width of solid level ground with // structure clearance (category). Returns bottom center of surface found. bool FindConSiteSpot(int32_t &rx, int32_t &ry, int32_t wdt, int32_t hgt, int32_t hrange) { bool fFound = false; // No hrange limit, use standard smooth surface limit if (hrange == -1) hrange = std::max(wdt / 4, 5); int32_t cx1, cx2, cy1, cy2, rh1, rh2, rl1, rl2; // Left offset starting position cx1 = std::min(rx + wdt / 2, ::Landscape.GetWidth() - 1); cy1 = ry; // No good: use centered starting position if (!AboveSemiSolid(cx1, cy1)) { cx1 = std::min(rx, ::Landscape.GetWidth() - 1); cy1 = ry; } // Right offset starting position cx2 = std::max(rx - wdt / 2, 0); cy2 = ry; // No good: use centered starting position if (!AboveSemiSolid(cx2, cy2)) { cx2 = std::min(rx, ::Landscape.GetWidth() - 1); cy2 = ry; } rh1 = cy1; rh2 = cy2; rl1 = rl2 = 0; for (cx1--, cx2++; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++) { // Left search if (cx1 > 0) // Still going { if (!AboveSemiSolid(cx1, cy1)) cx1 = -1; // Abort left else { if (GBackSolid(cx1, cy1 + 1) && (Abs(cy1 - rh1) < hrange)) rl1++; // Run okay else { rl1 = 0; rh1 = cy1; } // No run } } // Right search if (cx2 < ::Landscape.GetWidth()) // Still going { if (!AboveSemiSolid(cx2, cy2)) cx2 = ::Landscape.GetWidth(); // Abort right else { if (GBackSolid(cx2, cy2 + 1) && (Abs(cy2 - rh2) < hrange)) rl2++; // Run okay else { rl2 = 0; rh2 = cy2; } // No run } } // Check runs & object overlap if (rl1 >= wdt) if (cx1 > 0) if (!Game.FindConstuctionSiteBlock(cx1, cy1 - hgt - 10, wdt, hgt + 40)) { rx = cx1 + wdt / 2; ry = cy1; fFound = true; break; } if (rl2 >= wdt) if (cx2 < ::Landscape.GetWidth()) if (!Game.FindConstuctionSiteBlock(cx2 - wdt, cy2 - hgt - 10, wdt, hgt + 40)) { rx = cx2 - wdt / 2; ry = cy2; fFound = true; break; } } if (fFound) AboveSemiSolid(rx, ry); return fFound; } // Returns false on any solid pix in path. bool PathFreePix(int32_t x, int32_t y) { return !GBackSolid(x, y); } bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2) { return ForLine(x1, y1, x2, y2, &PathFreePix); } bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix, int32_t *iy) { // use the standard Bresenham algorithm and just adjust it to behave correctly in the inversed case bool reverse = false; bool steep = Abs(y2 - y1) > Abs(x2 - x1); if (steep) { std::swap(x1, y1); std::swap(x2, y2); } if (x1 > x2) { std::swap(x1, x2); std::swap(y1, y2); reverse = true; } if (!reverse) { int32_t deltax = x2 - x1; int32_t deltay = Abs(y2 - y1); int32_t error = 0; int32_t ystep = (y1 < y2) ? 1 : -1; int32_t y = y1; for (int32_t x = x1; x <= x2; x++) { if (steep) { if (GBackSolid(y, x)) { if (ix) { *ix = y; *iy = x; } return false; } } else { if (GBackSolid(x, y)) { if (ix) { *ix = x; *iy = y; } return false; } } error += deltay; if (2 * error >= deltax) { y += ystep; error -= deltax; } } } else // reverse { int32_t deltax = x2 - x1; int32_t deltay = Abs(y2 - y1); int32_t error = 0; int32_t ystep = (y1 < y2) ? 1 : -1; int32_t y = y2; // normal (inverse) routine for (int32_t x = x2; x >= x1; x--) { if (steep) { if (GBackSolid(y, x)) { if (ix) { *ix = y; *iy = x; } return false; } } else { if (GBackSolid(x, y)) { if (ix) { *ix = x; *iy = y; } return false; } } error -= deltay; if (2 * error <= -deltax) { y -= ystep; error += deltax; } } } // no solid material encountered: path free! return true; } bool PathFreeIgnoreVehiclePix(int32_t x, int32_t y) { BYTE byPix = ::Landscape.GetPix(x, y); return !byPix || !DensitySolid(::Landscape.GetPixMat(byPix)) || ::Landscape.GetPixMat(byPix) == MVehic; } bool PathFreeIgnoreVehicle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix, int32_t *iy) { return ForLine(x1, y1, x2, y2, &PathFreeIgnoreVehiclePix, ix, iy); } int32_t TrajectoryDistance(int32_t iFx, int32_t iFy, C4Real iXDir, C4Real iYDir, int32_t iTx, int32_t iTy) { int32_t iClosest = Distance(iFx, iFy, iTx, iTy); // Follow free trajectory, take closest point distance C4Real cx = itofix(iFx), cy = itofix(iFy); int32_t cdis; while (Inside(fixtoi(cx), 0, ::Landscape.GetWidth() - 1) && Inside(fixtoi(cy), 0, ::Landscape.GetHeight() - 1) && !GBackSolid(fixtoi(cx), fixtoi(cy))) { cdis = Distance(fixtoi(cx), fixtoi(cy), iTx, iTy); if (cdis < iClosest) iClosest = cdis; cx += iXDir; cy += iYDir; iYDir += GravAccel; } return iClosest; } static constexpr int32_t Throwing_MaxVertical = 50, Throwing_MaxHorizontal = 60; bool FindThrowingPosition(int32_t iTx, int32_t iTy, C4Real fXDir, C4Real fYDir, int32_t iHeight, int32_t &rX, int32_t &rY) { // Start underneath throwing target rX = iTx; rY = iTy; // improve: check from overhanging cliff if (!SemiAboveSolid(rX, rY)) return false; // Target too far above surface if (!Inside(rY - iTy, -Throwing_MaxVertical, +Throwing_MaxVertical)) return false; // Search in direction according to launch fXDir int32_t iDir = +1; if (fXDir > 0) iDir = -1; // Move along surface for (int32_t cnt = 0; Inside(rX, 0, ::Landscape.GetWidth() - 1) && (cnt <= Throwing_MaxHorizontal); rX += iDir, cnt++) { // Adjust to surface if (!SemiAboveSolid(rX, rY)) return false; // Check trajectory distance int32_t itjd = TrajectoryDistance(rX, rY - iHeight, fXDir, fYDir, iTx, iTy); // Hitting range: success if (itjd <= 2) return true; } // Failure return false; } static constexpr int32_t Closest_MaxRange = 200, Closest_Step = 10; bool FindClosestFree(int32_t &rX, int32_t &rY, int32_t iAngle1, int32_t iAngle2, int32_t iExcludeAngle1, int32_t iExcludeAngle2) { int32_t iX, iY; for (int32_t iR = Closest_Step; iR < Closest_MaxRange; iR += Closest_Step) for (int32_t iAngle = iAngle1; iAngle < iAngle2; iAngle += Closest_Step) if (!Inside(iAngle, iExcludeAngle1, iExcludeAngle2)) { iX = rX + fixtoi(Sin(itofix(iAngle))*iR); iY = rY - fixtoi(Cos(itofix(iAngle))*iR); if (Inside(iX, 0, ::Landscape.GetWidth() - 1)) if (Inside(iY, 0, ::Landscape.GetHeight() - 1)) if (!GBackSemiSolid(iX, iY)) { rX = iX; rY = iY; return true; } } return false; } bool ConstructionCheck(C4PropList * PropList, int32_t iX, int32_t iY, C4Object *pByObj) { C4Def *ndef; // Check def if (!(ndef = PropList->GetDef())) { if (pByObj) GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_UNDEF"), PropList->GetName()).getData(), pByObj); return false; } // Constructable? if (!ndef->Constructable) { if (pByObj) GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_NOCON"), ndef->GetName()).getData(), pByObj); return false; } // Check area int32_t rtx, rty, wdt, hgt; wdt = ndef->Shape.Wdt; hgt = ndef->Shape.Hgt - ndef->ConSizeOff; rtx = iX - wdt / 2; rty = iY - hgt; if (::Landscape.AreaSolidCount(rtx, rty, wdt, hgt) > (wdt*hgt / 20)) { if (pByObj) GameMsgObjectError(LoadResStr("IDS_OBJ_NOROOM"), pByObj); return false; } if (::Landscape.AreaSolidCount(rtx, rty + hgt, wdt, 5) < (wdt * 2)) { if (pByObj) GameMsgObjectError(LoadResStr("IDS_OBJ_NOLEVEL"), pByObj); return false; } // Check other structures C4Object *other; if ((other = Game.FindConstuctionSiteBlock(rtx, rty, wdt, hgt))) { if (pByObj) GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_NOOTHER"), other->GetName()).getData(), pByObj); return false; } return true; } // Finds the next pixel position moving to desired slide. bool C4Landscape::FindMatPath(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const { assert(mdens <= C4M_Solid); // mdens normalized in InsertMaterial int32_t cslide; bool fLeft = true, fRight = true; // One downwards if (GetDensity(fx, fy + ydir) < mdens) { fy += ydir; return true; } // Find downwards slide path for (cslide = 1; (cslide <= mslide) && (fLeft || fRight); cslide++) { // Check left if (fLeft) { if (GetDensity(fx - cslide, fy) >= mdens) // Left clogged fLeft = false; else if (GetDensity(fx - cslide, fy + ydir) < mdens) // Left slide okay { fx--; return true; } } // Check right if (fRight) { if (GetDensity(fx + cslide, fy) >= mdens) // Right clogged fRight = false; else if (GetDensity(fx + cslide, fy + ydir) < mdens) // Right slide okay { fx++; return true; } } } return false; } // Finds the closest immediate slide position. bool C4Landscape::FindMatSlide(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const { assert(mdens <= C4M_Solid); // mdens normalized in InsertMaterial and mrfInsertCheck int32_t cslide; bool fLeft = true, fRight = true; // One downwards if (GetDensity(fx, fy + ydir) < mdens) { fy += ydir; return true; } // Find downwards slide path for (cslide = 1; (cslide <= mslide) && (fLeft || fRight); cslide++) { // Check left if (fLeft) { if (GetDensity(fx - cslide, fy) >= mdens && GetDensity(fx - cslide, fy + ydir) >= mdens) // Left clogged fLeft = false; else if (GetDensity(fx - cslide, fy + ydir) < mdens) // Left slide okay { fx -= cslide; fy += ydir; return true; } } // Check right if (fRight) { if (GetDensity(fx + cslide, fy) >= mdens && GetDensity(fx + cslide, fy + ydir) >= mdens) // Right clogged fRight = false; else if (GetDensity(fx + cslide, fy + ydir) < mdens) // Right slide okay { fx += cslide; fy += ydir; return true; } } } return false; } // Find closest point with density below mdens. Note this may return a point outside of the landscape, // Assumption: There are no holes with smaller density inside of material with greater // density. bool C4Landscape::FindMatPathPush(int32_t &fx, int32_t &fy, int32_t mdens, int32_t mslide, bool liquid) const { // Startpoint must be inside landscape fx = Clamp(fx, 0, GetWidth() - 1); fy = Clamp(fy, 0, GetHeight() - 1); // Range to search, calculate bounds const int32_t iPushRange = 500; int32_t left = std::max(0, fx - iPushRange), right = std::min(GetWidth() - 1, fx + iPushRange), top = std::max(0, fy - iPushRange), bottom = std::min(GetHeight() - 1, fy + iPushRange); // Direction constants const int8_t R = 0, D = 1, L = 2, U = 3; int8_t dir = 0; int32_t x = fx, y = fy; // Get startpoint density int32_t dens = GetDensity(fx, fy); // Smaller density? We're done. if (dens < mdens) return true; // Right density? else if (dens == mdens) { // Find start point for border search for (int32_t i = 0; ; i++) if (x - i - 1 < left || GetDensity(x - i - 1, y) != mdens) { x -= i; dir = L; break; } else if (y - i - 1 < top || GetDensity(x, y - i - 1) != mdens) { y -= i; dir = U; break; } else if (x + i + 1 > right || GetDensity(x + i + 1, y) != mdens) { x += i; dir = R; break; } else if (y + i + 1 > bottom || GetDensity(x, y + i + 1) != mdens) { y += i; dir = D; break; } } // Greater density else { // Try to find a way out int i = 1; for (; i < iPushRange; i++) if (GetDensity(x - i, y) <= mdens) { x -= i; dir = R; break; } else if (GetDensity(x, y - i) <= mdens) { y -= i; dir = D; break; } else if (GetDensity(x + i, y) <= mdens) { x += i; dir = L; break; } else if (GetDensity(x, y + i) <= mdens) { y += i; dir = U; break; } // Not found? if (i >= iPushRange) return false; // Done? if (GetDensity(x, y) < mdens) { fx = x; fy = y; return true; } } // Save startpoint of search int32_t sx = x, sy = y, sdir = dir; // Best point so far bool fGotBest = false; int32_t bx = 0, by = 0, bdist = 0; // Start searching do { // We should always be in a material of same density assert(x >= left && y >= top && x <= right && y <= bottom && GetDensity(x, y) == mdens); // Calc new position int nx = x, ny = y; switch (dir) { case R: nx++; break; case D: ny++; break; case L: nx--; break; case U: ny--; break; default: assert(false); } // In bounds? bool fInBounds = (nx >= left && ny >= top && nx <= right && ny <= bottom); // Get density. Not this performs an SideOpen-check if outside landscape bounds. int32_t dens = GetDensity(nx, ny); // Flow possible? if (dens < mdens) { // Calculate "distance". int32_t dist = Abs(nx - fx) + mslide * (liquid ? fy - ny : Abs(fy - ny)); // New best point? if (!fGotBest || dist < bdist) { // Save it bx = nx; by = ny; bdist = dist; fGotBest = true; // Adjust borders: We can obviously safely ignore anything at greater distance top = std::max(top, fy - dist / mslide - 1); if (!liquid) { bottom = std::min(bottom, fy + dist / mslide + 1); left = std::max(left, fx - dist - 1); right = std::min(right, fx + dist + 1); } // Set new startpoint sx = x; sy = y; sdir = dir; } } // Step? if (fInBounds && dens == mdens) { // New point x = nx; y = ny; // Turn left (dir += 3) %= 4; } // Otherwise: Turn right else { ++dir; dir %= 4; } } while (x != sx || y != sy || dir != sdir); // Nothing found? if (!fGotBest) return false; // Return it fx = bx; fy = by; return true; } int32_t C4Landscape::AreaSolidCount(int32_t x, int32_t y, int32_t wdt, int32_t hgt) const { int32_t cx, cy, ascnt = 0; for (cy = y; cy < y + hgt; cy++) for (cx = x; cx < x + wdt; cx++) if (GBackSolid(cx, cy)) ascnt++; return ascnt; } void C4Landscape::FindMatTop(int32_t mat, int32_t &x, int32_t &y, bool distant_first) const { int32_t mslide, cslide, tslide, distant_x = 0; bool fLeft, fRight; if (!MatValid(mat)) return; mslide = ::MaterialMap.Map[mat].MaxSlide; do { // Catch most common case: Walk upwards until material changes while (GetMat(x, y - 1) == mat) --y; // Find upwards slide fLeft = true; fRight = true; tslide = 0; distant_x = x; for (cslide = 1; (cslide <= mslide) && (fLeft || fRight); cslide++) { // Left if (fLeft) { if (GetMat(x - cslide, y) != mat) fLeft = false; else { distant_x = x - cslide; if (GetMat(distant_x, y - 1) == mat) { tslide = -cslide; break; } } } // Right if (fRight) { if (GetMat(x + cslide, y) != mat) fRight = false; else { distant_x = x + cslide; if (GetMat(distant_x, y - 1) == mat) { tslide = +cslide; break; } } } } // Slide if (tslide) { x += tslide; y--; } } while (tslide); // return top pixel max slide away from center if desired if (distant_first) x = distant_x; } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* ++++++++++++++ Editor mode (draw landscape with brush)+++++++++++++++++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ void C4Landscape::SetMode(LandscapeMode mode) { p->mode = mode; } LandscapeMode C4Landscape::GetMode() const { return p->mode; } bool C4Landscape::P::GetMapColorIndex(const char *szMaterial, const char *szTexture, BYTE & rbyCol) const { // Sky if (SEqual(szMaterial, C4TLS_MatSky)) rbyCol = 0; // Material-Texture else { rbyCol = ::TextureMap.GetIndex(szMaterial, szTexture); if (!rbyCol) return false; } // Found return true; } bool C4Landscape::DrawBrush(int32_t iX, int32_t iY, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture) { BYTE byCol, byColBkg; // Get map color index by material-texture if (!p->GetMapColorIndex(szMaterial, szTexture, byCol)) return false; if (!p->GetMapColorIndex(szBackMaterial, szBackTexture, byColBkg)) return false; // Get material shape size C4Texture *texture = ::TextureMap.GetTexture(szTexture); int32_t shape_wdt = 0, shape_hgt = 0; if (texture && texture->GetMaterialShape()) { shape_wdt = texture->GetMaterialShape()->GetMaxPolyWidth() / p->MapZoom; shape_hgt = texture->GetMaterialShape()->GetMaxPolyHeight() / p->MapZoom; } // Draw switch (p->mode) { // Dynamic: ignore case LandscapeMode::Dynamic: break; // Static: draw to map by material-texture-index, chunk-o-zoom to landscape case LandscapeMode::Static: { // Draw to map int32_t iRadius = std::max(2 * iGrade / p->MapZoom, 1); if (iRadius == 1) { p->Map->SetPix(iX / p->MapZoom, iY / p->MapZoom, byCol); p->MapBkg->SetPix(iX / p->MapZoom, iY / p->MapZoom, byColBkg); } else { p->Map->Circle(iX / p->MapZoom, iY / p->MapZoom, iRadius, byCol); p->MapBkg->Circle(iX / p->MapZoom, iY / p->MapZoom, iRadius, byColBkg); } // Update landscape p->MapToLandscape(this, *p->Map, *p->MapBkg, iX / p->MapZoom - iRadius - 1 - shape_wdt, iY / p->MapZoom - iRadius - 1 - shape_hgt, 2 * iRadius + 2 + shape_wdt * 2, 2 * iRadius + 2 + shape_hgt * 2); SetMapChanged(); } break; // Exact: draw directly to landscape by color & pattern case LandscapeMode::Exact: C4Rect BoundingBox(iX - iGrade - 1, iY - iGrade - 1, iGrade * 2 + 2, iGrade * 2 + 2); // Draw to landscape p->PrepareChange(this, BoundingBox); p->Surface8->Circle(iX, iY, iGrade, byCol); p->Surface8Bkg->Circle(iX, iY, iGrade, byColBkg); p->FinishChange(this, BoundingBox); break; } return true; } bool C4Landscape::P::DrawLineLandscape(int32_t iX, int32_t iY, int32_t iGrade, uint8_t line_color, uint8_t line_color_bkg) { Surface8->Circle(iX, iY, iGrade, line_color); Surface8Bkg->Circle(iX, iY, iGrade, line_color_bkg); return true; } bool C4Landscape::P::DrawLineMap(int32_t iX, int32_t iY, int32_t iRadius, uint8_t line_color, uint8_t line_color_bkg) { if (!Map) return false; if (iRadius == 1) { Map->SetPix(iX, iY, line_color); MapBkg->SetPix(iX, iY, line_color_bkg); } else { Map->Circle(iX, iY, iRadius, line_color); MapBkg->Circle(iX, iY, iRadius, line_color_bkg); } return true; } bool C4Landscape::DrawLine(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture) { // Get map color index by material-texture uint8_t line_color, line_color_bkg; if (!p->GetMapColorIndex(szMaterial, szTexture, line_color)) return false; if (!p->GetMapColorIndex(szBackMaterial, szBackTexture, line_color_bkg)) return false; // Get material shape size C4Texture *texture = ::TextureMap.GetTexture(szTexture); int32_t shape_wdt = 0, shape_hgt = 0; if (texture && texture->GetMaterialShape()) { shape_wdt = texture->GetMaterialShape()->GetMaxPolyWidth() / p->MapZoom; shape_hgt = texture->GetMaterialShape()->GetMaxPolyHeight() / p->MapZoom; } // Draw switch (p->mode) { // Dynamic: ignore case LandscapeMode::Dynamic: break; // Static: draw to map by material-texture-index, chunk-o-zoom to landscape case LandscapeMode::Static: { // Draw to map int32_t iRadius = std::max(2 * iGrade / p->MapZoom, 1); iX1 /= p->MapZoom; iY1 /= p->MapZoom; iX2 /= p->MapZoom; iY2 /= p->MapZoom; ForLine(iX1, iY1, iX2, iY2, [this, line_color, line_color_bkg, iRadius](int32_t x, int32_t y) { return p->DrawLineMap(x, y, iRadius, line_color, line_color_bkg); }); // Update landscape int iUpX = std::min(iX1, iX2) - iRadius - 1; int iUpY = std::min(iY1, iY2) - iRadius - 1; int iUpWdt = Abs(iX2 - iX1) + 2 * iRadius + 2; int iUpHgt = Abs(iY2 - iY1) + 2 * iRadius + 2; p->MapToLandscape(this, *p->Map, *p->MapBkg, iUpX - shape_wdt, iUpY - shape_hgt, iUpWdt + shape_wdt * 2, iUpHgt + shape_hgt * 2); SetMapChanged(); } break; // Exact: draw directly to landscape by color & pattern case LandscapeMode::Exact: // Set texture pattern & get material color C4Rect BoundingBox(iX1 - iGrade, iY1 - iGrade, iGrade * 2 + 1, iGrade * 2 + 1); BoundingBox.Add(C4Rect(iX2 - iGrade, iY2 - iGrade, iGrade * 2 + 1, iGrade * 2 + 1)); // Draw to landscape p->PrepareChange(this, BoundingBox); ForLine(iX1, iY1, iX2, iY2, [this, line_color, line_color_bkg, iGrade](int32_t x, int32_t y) { return p->DrawLineLandscape(x, y, iGrade, line_color, line_color_bkg); }); p->FinishChange(this, BoundingBox); break; } return true; } bool C4Landscape::DrawBox(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture) { // get upper-left/lower-right - corners int32_t iX0 = std::min(iX1, iX2); int32_t iY0 = std::min(iY1, iY2); iX2 = std::max(iX1, iX2); iY2 = std::max(iY1, iY2); iX1 = iX0; iY1 = iY0; BYTE byCol, byColBkg; // Get map color index by material-texture if (!p->GetMapColorIndex(szMaterial, szTexture, byCol)) return false; if (!p->GetMapColorIndex(szBackMaterial, szBackTexture, byColBkg)) return false; // Get material shape size C4Texture *texture = ::TextureMap.GetTexture(szTexture); int32_t shape_wdt = 0, shape_hgt = 0; if (texture && texture->GetMaterialShape()) { shape_wdt = texture->GetMaterialShape()->GetMaxPolyWidth() / p->MapZoom; shape_hgt = texture->GetMaterialShape()->GetMaxPolyHeight() / p->MapZoom; } // Draw switch (p->mode) { // Dynamic: ignore case LandscapeMode::Dynamic: break; // Static: draw to map by material-texture-index, chunk-o-zoom to landscape case LandscapeMode::Static: // Draw to map iX1 /= p->MapZoom; iY1 /= p->MapZoom; iX2 /= p->MapZoom; iY2 /= p->MapZoom; p->Map->Box(iX1, iY1, iX2, iY2, byCol); p->MapBkg->Box(iX1, iY1, iX2, iY2, byColBkg); // Update landscape p->MapToLandscape(this, *p->Map, *p->MapBkg, iX1 - 1 - shape_wdt, iY1 - 1 - shape_hgt, iX2 - iX1 + 3 + shape_wdt * 2, iY2 - iY1 + 3 + shape_hgt * 2); SetMapChanged(); break; // Exact: draw directly to landscape by color & pattern case LandscapeMode::Exact: C4Rect BoundingBox(iX1, iY1, iX2 - iX1 + 1, iY2 - iY1 + 1); // Draw to landscape p->PrepareChange(this, BoundingBox); p->Surface8->Box(iX1, iY1, iX2, iY2, byCol); p->Surface8Bkg->Box(iX1, iY1, iX2, iY2, byColBkg); p->FinishChange(this, BoundingBox); break; } return true; } bool C4Landscape::DrawChunks(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t icntx, int32_t icnty, const char *szMaterial, const char *szTexture, bool bIFT) { BYTE byColor; if (!p->GetMapColorIndex(szMaterial, szTexture, byColor)) return false; int32_t iMaterial = ::MaterialMap.Get(szMaterial); if (!MatValid(iMaterial)) return false; C4MaterialCoreShape shape = ::Game.C4S.Landscape.FlatChunkShapes ? C4M_Flat : ::MaterialMap.Map[iMaterial].MapChunkType; C4Rect BoundingBox(tx - 5, ty - 5, wdt + 10, hgt + 10); p->PrepareChange(this, BoundingBox); // assign clipper p->Surface8->Clip(BoundingBox.x, BoundingBox.y, BoundingBox.x + BoundingBox.Wdt, BoundingBox.y + BoundingBox.Hgt); p->Surface8Bkg->Clip(BoundingBox.x, BoundingBox.y, BoundingBox.x + BoundingBox.Wdt, BoundingBox.y + BoundingBox.Hgt); pDraw->NoPrimaryClipper(); // draw all chunks int32_t x, y; for (x = 0; x < icntx; x++) for (y = 0; y < icnty; y++) p->DrawChunk(this, tx + wdt*x / icntx, ty + hgt*y / icnty, wdt / icntx, hgt / icnty, byColor, bIFT ? p->DefaultBkgMat(byColor) : 0, shape, Random(1000)); // remove clipper p->Surface8->NoClip(); p->Surface8Bkg->NoClip(); p->FinishChange(this, BoundingBox); // success return true; } bool C4Landscape::DrawPolygon(int *vtcs, int length, const char *szMaterial, const char* szBackMaterial, bool fDrawBridge) { if (length < 6) return false; if (length % 2 == 1) return false; // get texture int32_t iMatTex = ::TextureMap.GetIndexMatTex(szMaterial); if (!iMatTex) return false; uint8_t mcol = MatTex2PixCol(iMatTex); // get background texture uint8_t mcolBkg = 0; if (szBackMaterial != NULL) { const int32_t iBackMatTex = ::TextureMap.GetIndexMatTex(szBackMaterial); if (!iBackMatTex) return false; mcolBkg = MatTex2PixCol(iBackMatTex); } // do bridging? uint8_t *conversion_map = NULL; if (fDrawBridge) { conversion_map = p->GetBridgeMatConversion(this, MatTex2PixCol(iMatTex)); mcolBkg = Transparent; } // prepare pixel count update C4Rect BoundingBox = getBoundingBox(vtcs, length); // draw polygon p->PrepareChange(this, BoundingBox); p->ForPolygon(this, vtcs, length / 2, NULL, NULL, mcol, mcolBkg, conversion_map); p->FinishChange(this, BoundingBox); return true; } CStdPalette * C4Landscape::GetPal() const { return p->Surface8 ? p->Surface8->pPal : NULL; } int32_t C4Landscape::GetWidth() const { return p->Width; } int32_t C4Landscape::GetHeight() const { return p->Height; } int32_t C4Landscape::GetMapZoom() const { return p->MapZoom; } C4Real C4Landscape::GetGravity() const { return p->Gravity; } void C4Landscape::SetGravity(C4Real g) { p->Gravity = g; } BYTE C4Landscape::_GetPix(int32_t x, int32_t y) const { #ifdef _DEBUG if (x < 0 || y < 0 || x >= p->Width || y >= p->Height) { BREAKPOINT_HERE; } #endif return p->Surface8->_GetPix(x, y); } BYTE C4Landscape::GetPix(int32_t x, int32_t y) const // get landscape pixel (bounds checked) { extern BYTE MCVehic; // Border checks if (x < 0) { if (y < p->LeftOpen) return 0; else return MCVehic; } if (static_cast(x) >= static_cast(p->Width)) { if (y < p->RightOpen) return 0; else return MCVehic; } if (y < 0) { return p->TopRowPix[x]; } if (static_cast(y) >= static_cast(p->Height)) { return p->BottomRowPix[x]; } return p->Surface8->_GetPix(x, y); } int32_t C4Landscape::_GetMat(int32_t x, int32_t y) const { return p->Pix2Mat[_GetPix(x, y)]; } int32_t C4Landscape::_GetDensity(int32_t x, int32_t y) const // get landscape density (bounds not checked) { return p->Pix2Dens[_GetPix(x, y)]; } int32_t C4Landscape::_GetPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds not checked) { return p->Pix2Place[_GetPix(x, y)]; } int32_t C4Landscape::GetMat(int32_t x, int32_t y) const // get landscape material (bounds checked) { return p->Pix2Mat[GetPix(x, y)]; } int32_t C4Landscape::GetDensity(int32_t x, int32_t y) const // get landscape density (bounds checked) { return p->Pix2Dens[GetPix(x, y)]; } int32_t C4Landscape::GetPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds checked) { return p->Pix2Place[GetPix(x, y)]; } BYTE C4Landscape::_GetBackPix(int32_t x, int32_t y) const // get landscape pixel (bounds not checked) { #ifdef _DEBUG if (x < 0 || y < 0 || x >= p->Width || y >= p->Height) { BREAKPOINT_HERE; } #endif return p->Surface8Bkg->_GetPix(x, y); } BYTE C4Landscape::GetBackPix(int32_t x, int32_t y) const // get landscape pixel (bounds checked) { // Border checks if (x < 0) { if (y < p->LeftOpen) return 0; else return Mat2PixColDefault(MTunnel); } if (static_cast(x) >= static_cast(GetWidth())) { if (y < p->RightOpen) return 0; else return Mat2PixColDefault(MTunnel); } if (y < 0) { return p->DefaultBkgMat(p->TopRowPix[x]); } if (static_cast(y) >= static_cast(GetHeight())) { return p->DefaultBkgMat(p->BottomRowPix[x]); } return p->Surface8Bkg->_GetPix(x, y); } int32_t C4Landscape::_GetBackMat(int32_t x, int32_t y) const // get landscape material (bounds not checked) { return p->Pix2Mat[_GetBackPix(x, y)]; } int32_t C4Landscape::_GetBackDensity(int32_t x, int32_t y) const // get landscape density (bounds not checked) { return p->Pix2Dens[_GetBackPix(x, y)]; } int32_t C4Landscape::_GetBackPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds not checked) { return p->Pix2Place[_GetBackPix(x, y)]; } int32_t C4Landscape::GetBackMat(int32_t x, int32_t y) const // get landscape material (bounds checked) { return p->Pix2Mat[GetBackPix(x, y)]; } int32_t C4Landscape::GetBackDensity(int32_t x, int32_t y) const // get landscape density (bounds checked) { return p->Pix2Dens[GetBackPix(x, y)]; } int32_t C4Landscape::GetBackPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds checked) { return p->Pix2Place[GetBackPix(x, y)]; } bool C4Landscape::GetLight(int32_t x, int32_t y) { return GetBackPix(x, y) == 0 || p->Pix2Light[GetPix(x, y)]; } bool C4Landscape::_GetLight(int32_t x, int32_t y) { return _GetBackPix(x, y) == 0 || p->Pix2Light[_GetPix(x, y)]; } bool C4Landscape::_FastSolidCheck(int32_t x, int32_t y) const // checks whether there *might* be something solid at the point { return p->PixCnt[(x / 17) * p->PixCntPitch + (y / 15)] > 0; } int32_t C4Landscape::FastSolidCheckNextX(int32_t x) { return (x / 17) * 17 + 17; } int32_t C4Landscape::GetPixMat(BYTE byPix) const { return p->Pix2Mat[byPix]; } int32_t C4Landscape::GetPixDensity(BYTE byPix) const { return p->Pix2Dens[byPix]; } bool C4Landscape::_PathFree(int32_t x, int32_t y, int32_t x2, int32_t y2) const { x /= 17; y /= 15; x2 /= 17; y2 /= 15; while (x != x2 && y != y2) { if (p->PixCnt[x * p->PixCntPitch + y]) return false; if (x > x2) x--; else x++; if (y > y2) y--; else y++; } if (x != x2) do { if (p->PixCnt[x * p->PixCntPitch + y]) return false; if (x > x2) x--; else x++; } while (x != x2); else while (y != y2) { if (p->PixCnt[x * p->PixCntPitch + y]) return false; if (y > y2) y--; else y++; } return !p->PixCnt[x * p->PixCntPitch + y]; } uint8_t *C4Landscape::P::GetBridgeMatConversion(const C4Landscape *d, int32_t for_material_col) const { // safety int32_t for_material = d->GetPixMat(for_material_col); if (for_material < 0 || for_material >= MaterialMap.Num) return NULL; // query map. create if not done yet if (!BridgeMatConversion[for_material_col]) { auto conv_map = std::make_unique(C4M_MaxTexIndex); for (int32_t i = 0; i < C4M_MaxTexIndex; ++i) { if ((MatDensity(for_material) >= d->GetPixDensity(i))) { // bridge pixel OK here. change pixel. conv_map[i] = for_material_col; } else { // bridge pixel not OK - keep current pixel conv_map[i] = i; } } BridgeMatConversion[for_material_col] = std::move(conv_map); } return BridgeMatConversion[for_material_col].get(); } bool C4Landscape::DrawQuad(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iX3, int32_t iY3, int32_t iX4, int32_t iY4, const char *szMaterial, const char *szBackMaterial, bool fDrawBridge) { // set vertices int32_t vtcs[8]; vtcs[0] = iX1; vtcs[1] = iY1; vtcs[2] = iX2; vtcs[3] = iY2; vtcs[4] = iX3; vtcs[5] = iY3; vtcs[6] = iX4; vtcs[7] = iY4; return DrawPolygon(vtcs, 8, szMaterial, szBackMaterial, fDrawBridge); } BYTE C4Landscape::GetMapIndex(int32_t iX, int32_t iY) const { if (!p->Map) return 0; return p->Map->GetPix(iX, iY); } BYTE C4Landscape::GetBackMapIndex(int32_t iX, int32_t iY) const { if (!p->MapBkg) return 0; return p->MapBkg->GetPix(iX, iY); } void C4Landscape::P::PrepareChange(const C4Landscape *d, const C4Rect &BoundingBox) { // move solidmasks out of the way C4Rect SolidMaskRect = BoundingBox; if (pLandscapeRender) SolidMaskRect = pLandscapeRender->GetAffectedRect(pLandscapeRender->GetAffectedRect(SolidMaskRect)); for (C4SolidMask * pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev) { pSolid->RemoveTemporary(SolidMaskRect); } UpdateMatCnt(d, BoundingBox, false); } void C4Landscape::P::FinishChange(C4Landscape *d, C4Rect BoundingBox) { // Intersect bounding box with landscape BoundingBox.Intersect(C4Rect(0, 0, Width, Height)); if (!BoundingBox.Wdt || !BoundingBox.Hgt) return; // update render if (pLandscapeRender) pLandscapeRender->Update(BoundingBox, d); UpdateMatCnt(d, BoundingBox, true); // Restore Solidmasks C4Rect SolidMaskRect = BoundingBox; if (pLandscapeRender) SolidMaskRect = pLandscapeRender->GetAffectedRect(pLandscapeRender->GetAffectedRect(SolidMaskRect)); for (C4SolidMask * pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next) { pSolid->Repair(SolidMaskRect); } C4SolidMask::CheckConsistency(); UpdatePixCnt(d, BoundingBox); // update FoW if (pFoW) { pFoW->Invalidate(BoundingBox); pFoW->Ambient.UpdateFromLandscape(*d, BoundingBox); } } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* ++++++++++++++++++ Functions for Script interface +++++++++++++++++++++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ bool C4Landscape::DrawMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky) { // safety if (!szMapDef) return false; // clip to landscape size if (!ClipRect(iX, iY, iWdt, iHgt)) return false; // get needed map size int32_t iMapWdt = (iWdt - 1) / p->MapZoom + 1; int32_t iMapHgt = (iHgt - 1) / p->MapZoom + 1; C4SLandscape FakeLS = Game.C4S.Landscape; FakeLS.MapWdt.Set(iMapWdt, 0, iMapWdt, iMapWdt); FakeLS.MapHgt.Set(iMapHgt, 0, iMapHgt, iMapHgt); // create map creator C4MapCreatorS2 MapCreator(&FakeLS, &::TextureMap, &::MaterialMap, Game.StartupPlayerCount); // read file MapCreator.ReadScript(szMapDef); // render map CSurface8* sfcMap = NULL; CSurface8* sfcMapBkg = NULL; if (!MapCreator.Render(NULL, sfcMap, sfcMapBkg)) return false; // map it to the landscape bool fSuccess = p->MapToLandscape(this, *sfcMap, *sfcMapBkg, 0, 0, iMapWdt, iMapHgt, iX, iY, ignoreSky); // cleanup delete sfcMap; delete sfcMapBkg; // return whether successful return fSuccess; } bool C4Landscape::DrawDefMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky) { // safety if (!szMapDef || !p->pMapCreator) return false; // clip to landscape size if (!ClipRect(iX, iY, iWdt, iHgt)) return false; // get needed map size int32_t iMapWdt = (iWdt - 1) / p->MapZoom + 1; int32_t iMapHgt = (iHgt - 1) / p->MapZoom + 1; bool fSuccess = false; // render map C4MCMap *pMap = p->pMapCreator->GetMap(szMapDef); if (!pMap) return false; pMap->SetSize(iMapWdt, iMapHgt); CSurface8* sfcMap = NULL; CSurface8* sfcMapBkg = NULL; if (p->pMapCreator->Render(szMapDef, sfcMap, sfcMapBkg)) { // map to landscape fSuccess = p->MapToLandscape(this, *sfcMap, *sfcMapBkg, 0, 0, iMapWdt, iMapHgt, iX, iY, ignoreSky); // cleanup delete sfcMap; delete sfcMapBkg; } // done return fSuccess; } // creates and draws a map section using MapCreatorS2 and a map from the loaded Landscape.txt bool C4Landscape::SetModulation(DWORD dwWithClr) // adjust the way the landscape is blitted { p->Modulation = dwWithClr; return true; } DWORD C4Landscape::GetModulation() const { return p->Modulation; } bool C4Landscape::ClipRect(int32_t &rX, int32_t &rY, int32_t &rWdt, int32_t &rHgt) const { // clip by bounds if (rX < 0) { rWdt += rX; rX = 0; } if (rY < 0) { rHgt += rY; rY = 0; } int32_t iOver; iOver = rX + rWdt - GetWidth(); if (iOver > 0) rWdt -= iOver; iOver = rY + rHgt - GetHeight(); if (iOver > 0) rHgt -= iOver; // anything left inside the bounds? return rWdt > 0 && rHgt > 0; } bool C4Landscape::ReplaceMapColor(BYTE iOldIndex, BYTE iNewIndex) { // find every occurance of iOldIndex in map; replace it by new index if (!p->Map) return false; int iPitch, iMapWdt, iMapHgt; BYTE *pMap = p->Map->Bits; iMapWdt = p->Map->Wdt; iMapHgt = p->Map->Hgt; iPitch = p->Map->Pitch; if (!pMap) return false; for (int32_t y = 0; y < iMapHgt; ++y) { for (int32_t x = 0; x < iMapWdt; ++x) { if (*pMap == iOldIndex) *pMap = iNewIndex; ++pMap; } pMap += iPitch - iMapWdt; } return true; } bool C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fInsert) { if (((!szMatTex || !*szMatTex) && !fInsert) || !Inside(iNewIndex, 1, C4M_MaxTexIndex - 1)) { DebugLogF("Cannot insert new texture %s to index %d: Invalid parameters.", (const char *)szMatTex, (int)iNewIndex); return false; } // get last mat index - returns zero for not found (valid for insertion mode) StdStrBuf Material, Texture; Material.CopyUntil(szMatTex, '-'); Texture.Copy(SSearch(szMatTex, "-")); BYTE iOldIndex = (szMatTex && *szMatTex) ? ::TextureMap.GetIndex(Material.getData(), Texture.getData(), false) : 0; // insertion mode? if (fInsert) { // there must be room to move up to BYTE byLastMoveIndex = C4M_MaxTexIndex - 1; while (::TextureMap.GetEntry(byLastMoveIndex)) if (--byLastMoveIndex == iNewIndex) { DebugLogF("Cannot insert new texture %s to index %d: No room for insertion.", (const char *)szMatTex, (int)iNewIndex); return false; } // then move up all other textures first // could do this in one loop, but it's just a developement call anyway, so move one index at a time while (--byLastMoveIndex >= iNewIndex) if (::TextureMap.GetEntry(byLastMoveIndex)) { ReplaceMapColor(byLastMoveIndex, byLastMoveIndex + 1); ::TextureMap.MoveIndex(byLastMoveIndex, byLastMoveIndex + 1); } // new insertion desired? if (szMatTex && *szMatTex) { // move from old or create new if (iOldIndex) { ReplaceMapColor(iOldIndex, iNewIndex); ::TextureMap.MoveIndex(iOldIndex, iNewIndex); } else { StdStrBuf Material, Texture; Material.CopyUntil(szMatTex, '-'); Texture.Copy(SSearch(szMatTex, "-")); // new insertion if (!::TextureMap.AddEntry(iNewIndex, Material.getData(), Texture.getData())) { LogF("Cannot insert new texture %s to index %d: Texture map entry error", (const char *)szMatTex, (int)iNewIndex); return false; } } } // done, success return true; } else { // new index must not be occupied const C4TexMapEntry *pOld; if ((pOld = ::TextureMap.GetEntry(iNewIndex)) && !pOld->isNull()) { DebugLogF("Cannot move texture %s to index %d: Index occupied by %s-%s.", (const char *)szMatTex, (int)iNewIndex, pOld->GetMaterialName(), pOld->GetTextureName()); return false; } // must only move existing textures if (!iOldIndex) { DebugLogF("Cannot move texture %s to index %d: Texture not found.", (const char *)szMatTex, (int)iNewIndex); return false; } // update map ReplaceMapColor(iOldIndex, iNewIndex); // change to new index in texmap ::TextureMap.MoveIndex(iOldIndex, iNewIndex); // done, success return true; } } // change color index of map texture, or insert a new one void C4Landscape::SetMapChanged() { p->fMapChanged = true; } void C4Landscape::RemoveUnusedTexMapEntries() { // check usage in landscape bool fTexUsage[C4M_MaxTexIndex]; int32_t iMatTex; for (iMatTex = 0; iMatTex < C4M_MaxTexIndex; ++iMatTex) fTexUsage[iMatTex] = false; for (int32_t y = 0; y < GetHeight(); ++y) for (int32_t x = 0; x < GetWidth(); ++x) { const BYTE pix = p->Surface8->GetPix(x, y); const BYTE backPix = p->Surface8Bkg->GetPix(x, y); assert(pix < C4M_MaxTexIndex); assert(backPix < C4M_MaxTexIndex); fTexUsage[pix] = true; fTexUsage[backPix] = true; } // check usage by materials for (int32_t iMat = 0; iMat < ::MaterialMap.Num; ++iMat) { C4Material *pMat = ::MaterialMap.Map + iMat; if (pMat->BlastShiftTo >= 0) fTexUsage[pMat->BlastShiftTo] = true; if (pMat->BelowTempConvertTo >= 0) fTexUsage[pMat->BelowTempConvertTo] = true; if (pMat->AboveTempConvertTo >= 0) fTexUsage[pMat->AboveTempConvertTo] = true; if (pMat->DefaultMatTex >= 0) fTexUsage[pMat->DefaultMatTex] = true; } // remove unused for (iMatTex = 1; iMatTex < C4M_MaxTexIndex; ++iMatTex) if (!fTexUsage[iMatTex]) ::TextureMap.RemoveEntry(iMatTex); // flag rewrite ::TextureMap.fEntriesAdded = true; } C4Sky & C4Landscape::GetSky() { return p->Sky; } bool C4Landscape::HasFoW() const { return p->pFoW != nullptr; } C4FoW * C4Landscape::GetFoW() { return p->pFoW.get(); } int32_t C4Landscape::GetMatCount(int material) const { assert(material > 0 && material < p->MatCount.size()); return p->MatCount[material]; } int32_t C4Landscape::GetEffectiveMatCount(int material) const { assert(material > 0 && material < p->EffectiveMatCount.size()); return p->EffectiveMatCount[material]; } /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ /* +++++++++++++++++++++++++++ Update functions ++++++++++++++++++++++++++++ */ /* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */ void C4Landscape::HandleTexMapUpdate() { // Pixel maps must be update UpdatePixMaps(); // Update landscape palette p->Mat2Pal(); } void C4Landscape::UpdatePixMaps() { int32_t i; for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Mat[i] = PixCol2Mat(i); for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Dens[i] = MatDensity(p->Pix2Mat[i]); for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Place[i] = MatValid(p->Pix2Mat[i]) ? ::MaterialMap.Map[p->Pix2Mat[i]].Placement : 0; for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Light[i] = MatValid(p->Pix2Mat[i]) && (::MaterialMap.Map[p->Pix2Mat[i]].Light>0); p->Pix2Place[0] = 0; // clear bridge mat conversion buffers std::fill(p->BridgeMatConversion.begin(), p->BridgeMatConversion.end(), nullptr); } bool C4Landscape::P::Mat2Pal() { if (!Surface8 || !Surface8Bkg) return false; // set landscape pal int32_t tex; for (tex = 0; tex < C4M_MaxTexIndex; tex++) { const C4TexMapEntry *pTex = ::TextureMap.GetEntry(tex); if (!pTex || pTex->isNull()) continue; // colors DWORD dwPix = pTex->GetPattern().PatternClr(0, 0); Surface8->pPal->Colors[MatTex2PixCol(tex)] = dwPix; Surface8Bkg->pPal->Colors[MatTex2PixCol(tex)] = dwPix; } // success return true; } void C4Landscape::P::UpdatePixCnt(const C4Landscape *d, const C4Rect &Rect, bool fCheck) { int32_t PixCntWidth = (Width + 16) / 17; for (int32_t y = std::max(0, Rect.y / 15); y < std::min(PixCntPitch, (Rect.y + Rect.Hgt + 14) / 15); y++) for (int32_t x = std::max(0, Rect.x / 17); x < std::min(PixCntWidth, (Rect.x + Rect.Wdt + 16) / 17); x++) { int iCnt = 0; for (int32_t x2 = x * 17; x2 < std::min(x * 17 + 17, Width); x2++) for (int32_t y2 = y * 15; y2 < std::min(y * 15 + 15, Height); y2++) if (d->_GetDensity(x2, y2)) iCnt++; if (fCheck) assert(iCnt == PixCnt[x * PixCntPitch + y]); PixCnt[x * PixCntPitch + y] = iCnt; } } void C4Landscape::P::UpdateMatCnt(const C4Landscape *d, C4Rect Rect, bool fPlus) { Rect.Intersect(C4Rect(0, 0, Width, Height)); if (!Rect.Hgt || !Rect.Wdt) return; // Multiplicator for changes const int32_t iMul = fPlus ? +1 : -1; // Count pixels for (int32_t x = 0; x < Rect.Wdt; x++) { int iHgt = 0; int32_t y; for (y = 1; y < Rect.Hgt; y++) { int32_t iMat = d->_GetMat(Rect.x + x, Rect.y + y - 1); // Same material? Count it. if (iMat == d->_GetMat(Rect.x + x, Rect.y + y)) iHgt++; else { if (iMat >= 0) { // Normal material counting MatCount[iMat] += iMul * (iHgt + 1); // Effective material counting enabled? if (int32_t iMinHgt = ::MaterialMap.Map[iMat].MinHeightCount) { // First chunk? Add any material above when checking chunk height int iAddedHeight = 0; if (Rect.y && iHgt + 1 == y) iAddedHeight = d->GetMatHeight(Rect.x + x, Rect.y - 1, -1, iMat, iMinHgt); // Check the chunk height if (iHgt + 1 + iAddedHeight >= iMinHgt) { EffectiveMatCount[iMat] += iMul * (iHgt + 1); if (iAddedHeight < iMinHgt) EffectiveMatCount[iMat] += iMul * iAddedHeight; } } } // Next chunk of material iHgt = 0; } } // Check last pixel int32_t iMat = d->_GetMat(Rect.x + x, Rect.y + Rect.Hgt - 1); if (iMat >= 0) { // Normal material counting MatCount[iMat] += iMul * (iHgt + 1); // Minimum height counting? if (int32_t iMinHgt = ::MaterialMap.Map[iMat].MinHeightCount) { int iAddedHeight1 = 0, iAddedHeight2 = 0; // Add any material above for chunk size check if (Rect.y && iHgt + 1 == Rect.Hgt) iAddedHeight1 = d->GetMatHeight(Rect.x + x, Rect.y - 1, -1, iMat, iMinHgt); // Add any material below for chunk size check if (Rect.y + y < Height) iAddedHeight2 = d->GetMatHeight(Rect.x + x, Rect.y + Rect.Hgt, 1, iMat, iMinHgt); // Chunk tall enough? if (iHgt + 1 + iAddedHeight1 + iAddedHeight2 >= ::MaterialMap.Map[iMat].MinHeightCount) { EffectiveMatCount[iMat] += iMul * (iHgt + 1); if (iAddedHeight1 < iMinHgt) EffectiveMatCount[iMat] += iMul * iAddedHeight1; if (iAddedHeight2 < iMinHgt) EffectiveMatCount[iMat] += iMul * iAddedHeight2; } } } } } C4Landscape Landscape;